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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Untelligent</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Untelligent"/>
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	<updated>2026-04-06T07:10:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Army_arc&amp;diff=142669</id>
		<title>Talk:Army arc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Army_arc&amp;diff=142669"/>
		<updated>2011-03-25T08:04:30Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Created page with 'This page is kind of dated'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is kind of dated&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Color&amp;diff=129482</id>
		<title>v0.31 Talk:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Color&amp;diff=129482"/>
		<updated>2010-10-14T20:55:19Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is this page even supposed to be about?  The interface colors, the descriptive colors, or something else? --[[User:StrongAxe|StrongAxe]] 16:31, 14 April 2010 (UTC)&lt;br /&gt;
:Interface colors, colors of creatures and everything else that has colors. &amp;lt;s&amp;gt;I would like to see a list of what makes what colors e.g. petrified wood has bright red and that all.&amp;lt;/s&amp;gt; --[[User:Niggy|Niggy]] 11:10, 29 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If someone needs help at what makes what colors, I made a simple list of which things have what color. Its on my user page and shows stones, ores, metals, alloys, gems, glass and trees. --[[User:Niggy|Niggy]] 14:46, 29 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Color &amp;gt;15? ==&lt;br /&gt;
&lt;br /&gt;
I thought this was pretty cool, basically being Dwarven Active Camoflage.  So i tried it on cats.  It actually displayed what I put in, but the scale looped!  Like, 20's responded like 4's, and so on!Can anyone verify if it really works? --[[User:Aescula|Aescula]] 12:39, 11 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Worked in earlier versions, but it's possible Baughn's changes to the rendering code stopped this from happening. Maybe try with really high numbers? --[[User:Untelligent|Untelligent]] 20:55, 14 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Color&amp;diff=129481</id>
		<title>v0.31:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Color&amp;diff=129481"/>
		<updated>2010-10-14T20:37:34Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Put the missing descriptor colors back in.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|10:19, 7 June 2010 (UTC)}}&lt;br /&gt;
'''Color''' is used to express various information, from a dwarf's {{L|profession}} to the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
:* ''If looking for different colors for the game as seen on your computer screen, see {{L|color schemes}}.''&lt;br /&gt;
:* ''If looking for the different colors used to represent different dwarfs, see {{L|Skill#Professions, colors, &amp;amp; skill categories|Skill categories}}.)''&lt;br /&gt;
:* ''If looking for colors of items listed in the z-stocks menu, see {{L|Stocks#Color_Code|Stocks}}.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wall vs. floor color==&lt;br /&gt;
[[image:Towercaps-sandy.jpg|thumb|{{L|Phyllite}} (to the left) has DISPLAY_COLOR:0:7:1 and BASIC_COLOR:7:0.  The {{L|white sand}} present has DISPLAY_COLOR:7:6:1 and so the actual floor color is 7:1 (white).]]&lt;br /&gt;
&lt;br /&gt;
While the foreground, background and brightness shown in the {{L|Material definition token|RAW}} files will be applied to {{L|wall}}s, the {{L|stone|mineral}}'s &amp;quot;secondary&amp;quot; color will end up different.  Here is how it works:&lt;br /&gt;
* If the BASIC_COLOR tag is specified, it will use that color.  Note that the BASIC_COLOR tag only has foreground and brightness as arguments.&lt;br /&gt;
* If BASIC_COLOR is left out:&lt;br /&gt;
** The background color is forced to 0 (effectively stripping it).&lt;br /&gt;
** If the foreground color is 0, the game will display it as dark grey, color 8 (in other words, color 0 with brightness 1).&lt;br /&gt;
This is effective for {{L|stairs}}, {{L|floor}}s, {{L|ramp}}s, and {{L|construction}}s (in the case of stone).  When stone is {{L|engraving|engraved}}, it uses the material's TILE_COLOR (which is the same as the DISPLAY_COLOR unless overridden).&lt;br /&gt;
&lt;br /&gt;
== Modding color ==&lt;br /&gt;
&lt;br /&gt;
If you wish to change how a specific item appears in the game, you can modify what colors are associated with that item.*  Various moddable files use one of the the two color definitions below.&lt;br /&gt;
&lt;br /&gt;
=== Color values ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:x:y:z] or [DISPLAY_COLOR:x:y:z] tokens. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
By default*, the following 8 pairs of colors are displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|2:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|3:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|4:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|5:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|6:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|1:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|2:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|3:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|4:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|5:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|6:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''(* See {{L|color scheme}} for information about how to change the actual various colors as displayed.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another token, e.g. &amp;lt;code&amp;gt;[LEAVES:quarry bush leaf:quarry bush leaves:6:7:0:0:0:0:1:LOCAL_PLANT_MAT:LEAF]&amp;lt;/code&amp;gt; specifies the colors &amp;quot;7:0:0&amp;quot; for quarry bush leaves and &amp;quot;0:0:1&amp;quot; for wilted quarry bush leaves.&lt;br /&gt;
&lt;br /&gt;
===Interesting Color Effects===&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the final value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method.&lt;br /&gt;
&lt;br /&gt;
====Values higher than 15:====&lt;br /&gt;
&lt;br /&gt;
If the foreground color is higher than 15 for any reason, the tile or creature will take the color of whatever tile was in that position on the screen in the previous frame. If the background color value is higher than 15, it also acts this way, taking the background color of the previous tile to inhabit that location. &amp;lt;sup&amp;gt;[Disputed - see talk]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
{{L|Dye}}s do not use color flags, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[POWDER_DYE:EMERALD]&amp;lt;/code&amp;gt;. However, the defined RGB values are never actually displayed in-game - instead, the game uses one of the above 16 colors, choosing the one with the closest RGB values.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(192, 64, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAHOGANY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(194, 178, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ECRU&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 194&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PALE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(139, 133, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(103, 76, 71)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_MEDIUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 103&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(72, 60, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_DARK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 113, 23)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_SANDY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 113&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 23&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(111, 53, 26)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AUBURN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 26&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BUFF&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 223, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDEN_YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 215, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 215&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(154, 205, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW-GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 154&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 127)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SPRING_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 216, 230)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 216&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(135, 206, 235)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SKY_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 135&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 206&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 235&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(178, 190, 181)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ASH_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 190&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(54, 69, 79)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARCOAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 54&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0 ,0, 139)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CLEAR&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 95, 109)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE_TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 109&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(144, 93, 93)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ROSE_TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(80, 64, 77)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 77&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 240)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | IVORY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 234, 214)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEARL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 136, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUCE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 136&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[COLOR:AMBER]&lt;br /&gt;
	[NAME:amber]&lt;br /&gt;
	[RGB:255:191:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AMETHYST]&lt;br /&gt;
	[NAME:amethyst]&lt;br /&gt;
	[RGB:153:102:204]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUA]&lt;br /&gt;
	[NAME:aqua]&lt;br /&gt;
	[RGB:0:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUAMARINE]&lt;br /&gt;
	[NAME:aquamarine]&lt;br /&gt;
	[RGB:127:255:212]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ASH_GRAY]&lt;br /&gt;
	[NAME:ash gray]&lt;br /&gt;
	[RGB:178:190:181]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AUBURN]&lt;br /&gt;
	[NAME:auburn]&lt;br /&gt;
	[RGB:111:53:26]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AZURE]&lt;br /&gt;
	[NAME:azure]&lt;br /&gt;
	[RGB:0:127:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BEIGE]&lt;br /&gt;
	[NAME:beige]&lt;br /&gt;
	[RGB:245:245:220]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLACK]&lt;br /&gt;
	[NAME:black]&lt;br /&gt;
	[WORD:BLACK]&lt;br /&gt;
	[RGB:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLUE]&lt;br /&gt;
	[NAME:blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRASS]&lt;br /&gt;
	[NAME:brass]&lt;br /&gt;
	[RGB:181:166:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRONZE]&lt;br /&gt;
	[NAME:bronze]&lt;br /&gt;
	[WORD:BRONZE]&lt;br /&gt;
	[RGB:205:127:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BROWN]&lt;br /&gt;
	[NAME:brown]&lt;br /&gt;
	[RGB:150:75:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BUFF]&lt;br /&gt;
	[NAME:buff]&lt;br /&gt;
	[RGB:240:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_SIENNA]&lt;br /&gt;
	[NAME:burnt sienna]&lt;br /&gt;
	[RGB:233:116:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_UMBER]&lt;br /&gt;
	[NAME:burnt umber]&lt;br /&gt;
	[RGB:138:51:36]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARDINAL]&lt;br /&gt;
	[NAME:cardinal]&lt;br /&gt;
	[RGB:196:30:58]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARMINE]&lt;br /&gt;
	[NAME:carmine]&lt;br /&gt;
	[RGB:150:0:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CERULEAN]&lt;br /&gt;
	[NAME:cerulean]&lt;br /&gt;
	[RGB:0:123:167]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARCOAL]&lt;br /&gt;
	[NAME:charcoal]&lt;br /&gt;
	[RGB:54:69:79]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARTREUSE]&lt;br /&gt;
	[NAME:chartreuse]&lt;br /&gt;
	[RGB:127:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHESTNUT]&lt;br /&gt;
	[NAME:chestnut]&lt;br /&gt;
	[RGB:205:92:92]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHOCOLATE]&lt;br /&gt;
	[NAME:chocolate]&lt;br /&gt;
	[RGB:210:105:30]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CINNAMON]&lt;br /&gt;
	[NAME:cinnamon]&lt;br /&gt;
	[RGB:123:63:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CLEAR]&lt;br /&gt;
	[NAME:clear]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COBALT]&lt;br /&gt;
	[NAME:cobalt]&lt;br /&gt;
	[RGB:0:71:171]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COPPER]&lt;br /&gt;
	[NAME:copper]&lt;br /&gt;
	[WORD:COPPER]&lt;br /&gt;
	[RGB:184:115:51]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CREAM]&lt;br /&gt;
	[NAME:cream]&lt;br /&gt;
	[WORD:CREAM]&lt;br /&gt;
	[RGB:255:253:208]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CRIMSON]&lt;br /&gt;
	[NAME:crimson]&lt;br /&gt;
	[WORD:CRIMSON]&lt;br /&gt;
	[RGB:220:20:60]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BLUE]&lt;br /&gt;
	[NAME:dark blue]&lt;br /&gt;
	[RGB:0:0:139]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BROWN]&lt;br /&gt;
	[NAME:dark brown]&lt;br /&gt;
	[RGB:101:67:33]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_CHESTNUT]&lt;br /&gt;
	[NAME:dark chestnut]&lt;br /&gt;
	[RGB:152:105:96]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_GREEN]&lt;br /&gt;
	[NAME:dark green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:1:50:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_INDIGO]&lt;br /&gt;
	[NAME:dark indigo]&lt;br /&gt;
	[RGB:49:0:98]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_OLIVE]&lt;br /&gt;
	[NAME:dark olive]&lt;br /&gt;
	[RGB:85:104:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PEACH]&lt;br /&gt;
	[NAME:dark peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:218:185]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PINK]&lt;br /&gt;
	[NAME:dark pink]&lt;br /&gt;
	[RGB:231:84:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_SCARLET]&lt;br /&gt;
	[NAME:dark scarlet]&lt;br /&gt;
	[RGB:86:3:25]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_TAN]&lt;br /&gt;
	[NAME:dark tan]&lt;br /&gt;
	[RGB:145:129:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_VIOLET]&lt;br /&gt;
	[NAME:dark violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:66:49:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ECRU]&lt;br /&gt;
	[NAME:ecru]&lt;br /&gt;
	[RGB:194:178:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:EMERALD]&lt;br /&gt;
	[NAME:emerald]&lt;br /&gt;
	[RGB:80:200:120]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FERN_GREEN]&lt;br /&gt;
	[NAME:fern green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:79:121:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FLAX]&lt;br /&gt;
	[NAME:flax]&lt;br /&gt;
	[RGB:238:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FUCHSIA]&lt;br /&gt;
	[NAME:fuchsia]&lt;br /&gt;
	[RGB:244:0:161]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLD]&lt;br /&gt;
	[NAME:gold]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[RGB:212:175:55]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDEN_YELLOW]&lt;br /&gt;
	[NAME:golden yellow]&lt;br /&gt;
	[RGB:255:223:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDENROD]&lt;br /&gt;
	[NAME:goldenrod]&lt;br /&gt;
	[RGB:218:165:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GRAY]&lt;br /&gt;
	[NAME:gray]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN]&lt;br /&gt;
	[NAME:green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN-YELLOW]&lt;br /&gt;
	[NAME:green-yellow]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:173:255:47]&lt;br /&gt;
&lt;br /&gt;
[COLOR:HELIOTROPE]&lt;br /&gt;
	[NAME:heliotrope]&lt;br /&gt;
	[RGB:223:115:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:INDIGO]&lt;br /&gt;
	[NAME:indigo]&lt;br /&gt;
	[RGB:75:0:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:IVORY]&lt;br /&gt;
	[NAME:ivory]&lt;br /&gt;
	[RGB:255:255:240]&lt;br /&gt;
&lt;br /&gt;
[COLOR:JADE]&lt;br /&gt;
	[NAME:jade]&lt;br /&gt;
	[WORD:JADE]&lt;br /&gt;
	[RGB:0:168:107]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER]&lt;br /&gt;
	[NAME:lavender]&lt;br /&gt;
	[RGB:230:230:250]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER_BLUSH]&lt;br /&gt;
	[NAME:lavender blush]&lt;br /&gt;
	[RGB:255:240:245]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LEMON]&lt;br /&gt;
	[NAME:lemon]&lt;br /&gt;
	[RGB:253:233:16]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BLUE]&lt;br /&gt;
	[NAME:light blue]&lt;br /&gt;
	[RGB:173:216:230]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BROWN]&lt;br /&gt;
	[NAME:light brown]&lt;br /&gt;
	[RGB:205:133:63]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LILAC]&lt;br /&gt;
	[NAME:lilac]&lt;br /&gt;
	[RGB:200:162:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIME]&lt;br /&gt;
	[NAME:lime]&lt;br /&gt;
	[RGB:204:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAHOGANY]&lt;br /&gt;
	[NAME:mahogany]&lt;br /&gt;
	[RGB:192:64:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAROON]&lt;br /&gt;
	[NAME:maroon]&lt;br /&gt;
	[RGB:128:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE]&lt;br /&gt;
	[NAME:mauve]&lt;br /&gt;
	[RGB:153:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE_TAUPE]&lt;br /&gt;
	[NAME:mauve taupe]&lt;br /&gt;
	[RGB:145:95:109]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MIDNIGHT_BLUE]&lt;br /&gt;
	[NAME:midnight blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MINT_GREEN]&lt;br /&gt;
	[NAME:mint green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:152:255:152]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MOSS_GREEN]&lt;br /&gt;
	[NAME:moss green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:173:223:173]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OCHRE]&lt;br /&gt;
	[NAME:ochre]&lt;br /&gt;
	[RGB:204:119:34]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OLIVE]&lt;br /&gt;
	[NAME:olive]&lt;br /&gt;
	[RGB:128:128:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ORANGE]&lt;br /&gt;
	[NAME:orange]&lt;br /&gt;
	[RGB:255:165:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BLUE]&lt;br /&gt;
	[NAME:pale blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:175:238:238]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BROWN]&lt;br /&gt;
	[NAME:pale brown]&lt;br /&gt;
	[RGB:152:118:84]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_CHESTNUT]&lt;br /&gt;
	[NAME:pale chestnut]&lt;br /&gt;
	[RGB:221:173:175]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_PINK]&lt;br /&gt;
	[NAME:pale pink]&lt;br /&gt;
	[RGB:250:218:221]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEACH]&lt;br /&gt;
	[NAME:peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:229:180]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEARL]&lt;br /&gt;
	[NAME:pearl]&lt;br /&gt;
	[RGB:240:234:214]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PERIWINKLE]&lt;br /&gt;
	[NAME:periwinkle]&lt;br /&gt;
	[RGB:204:204:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINE_GREEN]&lt;br /&gt;
	[NAME:pine green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:PINE]&lt;br /&gt;
	[RGB:1:121:111]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINK]&lt;br /&gt;
	[NAME:pink]&lt;br /&gt;
	[RGB:255:192:203]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PLUM]&lt;br /&gt;
	[NAME:plum]&lt;br /&gt;
	[RGB:102:0:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUCE]&lt;br /&gt;
	[NAME:puce]&lt;br /&gt;
	[RGB:204:136:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUMPKIN]&lt;br /&gt;
	[NAME:pumpkin]&lt;br /&gt;
	[RGB:255:117:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PURPLE]&lt;br /&gt;
	[NAME:purple]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[RGB:102:0:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RAW_UMBER]&lt;br /&gt;
	[NAME:raw umber]&lt;br /&gt;
	[RGB:115:74:18]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RED]&lt;br /&gt;
	[NAME:red]&lt;br /&gt;
	[WORD:RED]&lt;br /&gt;
	[RGB:255:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUSSET]&lt;br /&gt;
	[NAME:russet]&lt;br /&gt;
	[RGB:117:90:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUST]&lt;br /&gt;
	[NAME:rust]&lt;br /&gt;
	[WORD:RUST]&lt;br /&gt;
	[RGB:183:65:14]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SAFFRON]&lt;br /&gt;
	[NAME:saffron]&lt;br /&gt;
	[RGB:244:196:48]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SCARLET]&lt;br /&gt;
	[NAME:scarlet]&lt;br /&gt;
	[RGB:255:36:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEA_GREEN]&lt;br /&gt;
	[NAME:sea green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:SEA]&lt;br /&gt;
	[WORD:OCEAN]&lt;br /&gt;
	[RGB:46:139:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEPIA]&lt;br /&gt;
	[NAME:sepia]&lt;br /&gt;
	[RGB:112:66:20]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SILVER]&lt;br /&gt;
	[NAME:silver]&lt;br /&gt;
	[WORD:SILVER]&lt;br /&gt;
	[RGB:192:192:192]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SKY_BLUE]&lt;br /&gt;
	[NAME:sky blue]&lt;br /&gt;
	[RGB:135:206:235]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SLATE_GRAY]&lt;br /&gt;
	[NAME:slate gray]&lt;br /&gt;
	[RGB:112:128:144]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SPRING_GREEN]&lt;br /&gt;
	[NAME:spring green]&lt;br /&gt;
	[RGB:0:255:127]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAN]&lt;br /&gt;
	[NAME:tan]&lt;br /&gt;
	[RGB:210:180:140]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_DARK]&lt;br /&gt;
	[NAME:dark taupe]&lt;br /&gt;
	[RGB:72:60:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_GRAY]&lt;br /&gt;
	[NAME:taupe gray]&lt;br /&gt;
	[RGB:139:133:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_MEDIUM]&lt;br /&gt;
	[NAME:taupe]&lt;br /&gt;
	[RGB:103:76:71]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PURPLE]&lt;br /&gt;
	[NAME:purple taupe]&lt;br /&gt;
	[RGB:80:64:77]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PALE]&lt;br /&gt;
	[NAME:pale taupe]&lt;br /&gt;
	[RGB:188:152:126]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_ROSE]&lt;br /&gt;
	[NAME:rose taupe]&lt;br /&gt;
	[RGB:144:93:93]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_SANDY]&lt;br /&gt;
	[NAME:sandy taupe]&lt;br /&gt;
	[RGB:150:113:23]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TEAL]&lt;br /&gt;
	[NAME:teal]&lt;br /&gt;
	[RGB:0:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TURQUOISE]&lt;br /&gt;
	[NAME:turquoise]&lt;br /&gt;
	[RGB:48:213:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VERMILION]&lt;br /&gt;
	[NAME:vermilion]&lt;br /&gt;
	[RGB:227:66:52]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VIOLET]&lt;br /&gt;
	[NAME:violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:139:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:WHITE]&lt;br /&gt;
	[NAME:white]&lt;br /&gt;
	[WORD:WHITE]&lt;br /&gt;
	[RGB:255:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW]&lt;br /&gt;
	[NAME:yellow]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW_GREEN]&lt;br /&gt;
	[NAME:yellow-green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:154:205:50]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: Often these number must be expressed in &amp;quot;hexadecimal&amp;quot; (base 16) - do a web search for key words &amp;quot;decimal hex converter&amp;quot;, and you should find several.  For further information, see [http://en.wikipedia.org/wiki/Web_colors this article].&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[Category:FAQ]]&lt;br /&gt;
{{dwarf}}&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Color&amp;diff=117434</id>
		<title>v0.31:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Color&amp;diff=117434"/>
		<updated>2010-06-08T21:01:24Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Added all the descriptor colors that were added in DF2010&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|10:19, 7 June 2010 (UTC)}}&lt;br /&gt;
'''Color''' is used to express various information, from a dwarf's {{L|profession}} to the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
:* ''If looking for different colors for the game as seen on your computer screen, see {{L|color schemes}}.''&lt;br /&gt;
:* ''If looking for the different colors used to represent different dwarfs, see {{L|Skill#Professions, colors, &amp;amp; skill categories|Skill categories}}.)''&lt;br /&gt;
:* ''If looking for colors of items listed in the z-stocks menu, see {{L|Stocks#Color_Code|Stocks}}.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wall vs. floor color==&lt;br /&gt;
[[image:Towercaps-sandy.jpg|thumb|[[phyllite]] (to the left) has COLOR:0:7:1 and BASIC_COLOR:7.  The white [[sand]] present has COLOR:7:6:1 and so the actual floor color is 7:1 (white).]]&lt;br /&gt;
&lt;br /&gt;
While the foreground, background and brightness shown in the [[Matgloss tokens|MATGLOSS]] files will be applied to [[wall|walls]], the [[stone|mineral]]'s &amp;quot;secondary&amp;quot; color will end up different.  Here is how it works:&lt;br /&gt;
* If the BASIC_COLOR tag is specified, it will use that color.  Note that the BASIC_COLOR tag only has foreground and brightness as arguments.&lt;br /&gt;
* If BASIC_COLOR is left out:&lt;br /&gt;
** The background color is forced to 0 (effectively stripping it).&lt;br /&gt;
** If the foreground color is 0, the game will display it as dark grey, color 8 (in other words, color 0 with brightness 1).&lt;br /&gt;
This is effective for {{L|stairs}}, {{L|floor|floors}}, {{L|ramp|ramps}}, and {{L|construction|constructions}} (in the case of stone).  When stone is {{L|engraving|engraved}}, it returns to the original color specified in MATGLOSS.  The relevant matgloss files are the ones that begin with &amp;quot;&amp;lt;tt&amp;gt;matgloss_stone_&amp;lt;/tt&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Modding color ==&lt;br /&gt;
&lt;br /&gt;
If you wish to change how a specific item appears in the game, you can modify what colors are associated with that item.*  Various moddable files use one of the the two color definitions below.&lt;br /&gt;
&lt;br /&gt;
=== Color flags ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:foreground:background:brightness] flag. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
By default*, the following 8 pairs of colors are displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|2:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|3:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|4:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|5:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|6:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|1:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|2:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|3:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|4:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|5:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|6:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''(* See {{L|color scheme}} for information about how to change the actual various colors as displayed.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another flag, e.g. the last three arguments of &amp;lt;code&amp;gt;[EXTRACT:golden salve:6:0:1]&amp;lt;/code&amp;gt; express the color yellow on black.&lt;br /&gt;
&lt;br /&gt;
===Interesting Color Effects===&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the final value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method.&lt;br /&gt;
&lt;br /&gt;
====Values higher than 15:====&lt;br /&gt;
&lt;br /&gt;
If the foreground color is higher than 15 for any reason, the tile or creature will take the color of whatever tile was in that position on the screen in the previous frame. If the background color value is higher than 15, it also acts this way, taking the background color of the previous tile to inhabit that location.&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
[[Dye]]s do not use color flags, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[MILL_DYE:EMERALD]&amp;lt;/code&amp;gt;. However, the defined RGB values are never actually displayed in-game - instead, the game uses one of the above 16 colors, choosing the one with the closest RGB values.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(192, 64, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAHOGANY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(194, 178, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ECRU&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 194&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PALE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(139, 133, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(103, 76, 71)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_MEDIUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 103&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(72, 60, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_DARK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 113, 23)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_SANDY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 113&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 23&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(111, 53, 26)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AUBURN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 26&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BUFF&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 223, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDEN_YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 215, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 215&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(154, 205, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW-GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 154&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 127)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SPRING_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 216, 230)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 216&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(135, 206, 235)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SKY_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 135&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 206&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 235&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(178, 190, 181)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ASH_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 190&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(54, 69, 79)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARCOAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 54&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0 ,0, 139)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CLEAR&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 95, 109)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE_TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 109&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(144, 93, 93)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ROSE_TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(80, 64, 77)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 77&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 240)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | IVORY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 234, 214)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEARL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 136, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUCE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 136&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[COLOR:AMBER]&lt;br /&gt;
	[NAME:amber]&lt;br /&gt;
	[RGB:255:191:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AMETHYST]&lt;br /&gt;
	[NAME:amethyst]&lt;br /&gt;
	[RGB:153:102:204]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUA]&lt;br /&gt;
	[NAME:aqua]&lt;br /&gt;
	[RGB:0:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUAMARINE]&lt;br /&gt;
	[NAME:aquamarine]&lt;br /&gt;
	[RGB:127:255:212]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ASH_GRAY]&lt;br /&gt;
	[NAME:ash gray]&lt;br /&gt;
	[RGB:178:190:181]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AUBURN]&lt;br /&gt;
	[NAME:auburn]&lt;br /&gt;
	[RGB:111:53:26]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AZURE]&lt;br /&gt;
	[NAME:azure]&lt;br /&gt;
	[RGB:0:127:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BEIGE]&lt;br /&gt;
	[NAME:beige]&lt;br /&gt;
	[RGB:245:245:220]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLACK]&lt;br /&gt;
	[NAME:black]&lt;br /&gt;
	[WORD:BLACK]&lt;br /&gt;
	[RGB:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLUE]&lt;br /&gt;
	[NAME:blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRASS]&lt;br /&gt;
	[NAME:brass]&lt;br /&gt;
	[RGB:181:166:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRONZE]&lt;br /&gt;
	[NAME:bronze]&lt;br /&gt;
	[WORD:BRONZE]&lt;br /&gt;
	[RGB:205:127:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BROWN]&lt;br /&gt;
	[NAME:brown]&lt;br /&gt;
	[RGB:150:75:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BUFF]&lt;br /&gt;
	[NAME:buff]&lt;br /&gt;
	[RGB:240:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_SIENNA]&lt;br /&gt;
	[NAME:burnt sienna]&lt;br /&gt;
	[RGB:233:116:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_UMBER]&lt;br /&gt;
	[NAME:burnt umber]&lt;br /&gt;
	[RGB:138:51:36]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARDINAL]&lt;br /&gt;
	[NAME:cardinal]&lt;br /&gt;
	[RGB:196:30:58]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARMINE]&lt;br /&gt;
	[NAME:carmine]&lt;br /&gt;
	[RGB:150:0:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CERULEAN]&lt;br /&gt;
	[NAME:cerulean]&lt;br /&gt;
	[RGB:0:123:167]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARCOAL]&lt;br /&gt;
	[NAME:charcoal]&lt;br /&gt;
	[RGB:54:69:79]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARTREUSE]&lt;br /&gt;
	[NAME:chartreuse]&lt;br /&gt;
	[RGB:127:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHESTNUT]&lt;br /&gt;
	[NAME:chestnut]&lt;br /&gt;
	[RGB:205:92:92]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHOCOLATE]&lt;br /&gt;
	[NAME:chocolate]&lt;br /&gt;
	[RGB:210:105:30]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CINNAMON]&lt;br /&gt;
	[NAME:cinnamon]&lt;br /&gt;
	[RGB:123:63:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CLEAR]&lt;br /&gt;
	[NAME:clear]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COBALT]&lt;br /&gt;
	[NAME:cobalt]&lt;br /&gt;
	[RGB:0:71:171]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COPPER]&lt;br /&gt;
	[NAME:copper]&lt;br /&gt;
	[WORD:COPPER]&lt;br /&gt;
	[RGB:184:115:51]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CREAM]&lt;br /&gt;
	[NAME:cream]&lt;br /&gt;
	[WORD:CREAM]&lt;br /&gt;
	[RGB:255:253:208]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CRIMSON]&lt;br /&gt;
	[NAME:crimson]&lt;br /&gt;
	[WORD:CRIMSON]&lt;br /&gt;
	[RGB:220:20:60]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BLUE]&lt;br /&gt;
	[NAME:dark blue]&lt;br /&gt;
	[RGB:0:0:139]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BROWN]&lt;br /&gt;
	[NAME:dark brown]&lt;br /&gt;
	[RGB:101:67:33]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_CHESTNUT]&lt;br /&gt;
	[NAME:dark chestnut]&lt;br /&gt;
	[RGB:152:105:96]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_GREEN]&lt;br /&gt;
	[NAME:dark green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:1:50:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_INDIGO]&lt;br /&gt;
	[NAME:dark indigo]&lt;br /&gt;
	[RGB:49:0:98]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_OLIVE]&lt;br /&gt;
	[NAME:dark olive]&lt;br /&gt;
	[RGB:85:104:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PEACH]&lt;br /&gt;
	[NAME:dark peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:218:185]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PINK]&lt;br /&gt;
	[NAME:dark pink]&lt;br /&gt;
	[RGB:231:84:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_SCARLET]&lt;br /&gt;
	[NAME:dark scarlet]&lt;br /&gt;
	[RGB:86:3:25]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_TAN]&lt;br /&gt;
	[NAME:dark tan]&lt;br /&gt;
	[RGB:145:129:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_VIOLET]&lt;br /&gt;
	[NAME:dark violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:66:49:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ECRU]&lt;br /&gt;
	[NAME:ecru]&lt;br /&gt;
	[RGB:194:178:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:EMERALD]&lt;br /&gt;
	[NAME:emerald]&lt;br /&gt;
	[RGB:80:200:120]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FERN_GREEN]&lt;br /&gt;
	[NAME:fern green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:79:121:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FLAX]&lt;br /&gt;
	[NAME:flax]&lt;br /&gt;
	[RGB:238:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FUCHSIA]&lt;br /&gt;
	[NAME:fuchsia]&lt;br /&gt;
	[RGB:244:0:161]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLD]&lt;br /&gt;
	[NAME:gold]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[RGB:212:175:55]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDEN_YELLOW]&lt;br /&gt;
	[NAME:golden yellow]&lt;br /&gt;
	[RGB:255:223:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDENROD]&lt;br /&gt;
	[NAME:goldenrod]&lt;br /&gt;
	[RGB:218:165:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GRAY]&lt;br /&gt;
	[NAME:gray]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN]&lt;br /&gt;
	[NAME:green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN-YELLOW]&lt;br /&gt;
	[NAME:green-yellow]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:173:255:47]&lt;br /&gt;
&lt;br /&gt;
[COLOR:HELIOTROPE]&lt;br /&gt;
	[NAME:heliotrope]&lt;br /&gt;
	[RGB:223:115:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:INDIGO]&lt;br /&gt;
	[NAME:indigo]&lt;br /&gt;
	[RGB:75:0:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:IVORY]&lt;br /&gt;
	[NAME:ivory]&lt;br /&gt;
	[RGB:255:255:240]&lt;br /&gt;
&lt;br /&gt;
[COLOR:JADE]&lt;br /&gt;
	[NAME:jade]&lt;br /&gt;
	[WORD:JADE]&lt;br /&gt;
	[RGB:0:168:107]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER]&lt;br /&gt;
	[NAME:lavender]&lt;br /&gt;
	[RGB:230:230:250]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER_BLUSH]&lt;br /&gt;
	[NAME:lavender blush]&lt;br /&gt;
	[RGB:255:240:245]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LEMON]&lt;br /&gt;
	[NAME:lemon]&lt;br /&gt;
	[RGB:253:233:16]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BLUE]&lt;br /&gt;
	[NAME:light blue]&lt;br /&gt;
	[RGB:173:216:230]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BROWN]&lt;br /&gt;
	[NAME:light brown]&lt;br /&gt;
	[RGB:205:133:63]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LILAC]&lt;br /&gt;
	[NAME:lilac]&lt;br /&gt;
	[RGB:200:162:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIME]&lt;br /&gt;
	[NAME:lime]&lt;br /&gt;
	[RGB:204:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAHOGANY]&lt;br /&gt;
	[NAME:mahogany]&lt;br /&gt;
	[RGB:192:64:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAROON]&lt;br /&gt;
	[NAME:maroon]&lt;br /&gt;
	[RGB:128:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE]&lt;br /&gt;
	[NAME:mauve]&lt;br /&gt;
	[RGB:153:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE_TAUPE]&lt;br /&gt;
	[NAME:mauve taupe]&lt;br /&gt;
	[RGB:145:95:109]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MIDNIGHT_BLUE]&lt;br /&gt;
	[NAME:midnight blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MINT_GREEN]&lt;br /&gt;
	[NAME:mint green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:152:255:152]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MOSS_GREEN]&lt;br /&gt;
	[NAME:moss green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:173:223:173]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OCHRE]&lt;br /&gt;
	[NAME:ochre]&lt;br /&gt;
	[RGB:204:119:34]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OLIVE]&lt;br /&gt;
	[NAME:olive]&lt;br /&gt;
	[RGB:128:128:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ORANGE]&lt;br /&gt;
	[NAME:orange]&lt;br /&gt;
	[RGB:255:165:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BLUE]&lt;br /&gt;
	[NAME:pale blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:175:238:238]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BROWN]&lt;br /&gt;
	[NAME:pale brown]&lt;br /&gt;
	[RGB:152:118:84]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_CHESTNUT]&lt;br /&gt;
	[NAME:pale chestnut]&lt;br /&gt;
	[RGB:221:173:175]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_PINK]&lt;br /&gt;
	[NAME:pale pink]&lt;br /&gt;
	[RGB:250:218:221]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEACH]&lt;br /&gt;
	[NAME:peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:229:180]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEARL]&lt;br /&gt;
	[NAME:pearl]&lt;br /&gt;
	[RGB:240:234:214]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PERIWINKLE]&lt;br /&gt;
	[NAME:periwinkle]&lt;br /&gt;
	[RGB:204:204:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINE_GREEN]&lt;br /&gt;
	[NAME:pine green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:PINE]&lt;br /&gt;
	[RGB:1:121:111]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINK]&lt;br /&gt;
	[NAME:pink]&lt;br /&gt;
	[RGB:255:192:203]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PLUM]&lt;br /&gt;
	[NAME:plum]&lt;br /&gt;
	[RGB:102:0:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUCE]&lt;br /&gt;
	[NAME:puce]&lt;br /&gt;
	[RGB:204:136:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUMPKIN]&lt;br /&gt;
	[NAME:pumpkin]&lt;br /&gt;
	[RGB:255:117:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PURPLE]&lt;br /&gt;
	[NAME:purple]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[RGB:102:0:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RAW_UMBER]&lt;br /&gt;
	[NAME:raw umber]&lt;br /&gt;
	[RGB:115:74:18]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RED]&lt;br /&gt;
	[NAME:red]&lt;br /&gt;
	[WORD:RED]&lt;br /&gt;
	[RGB:255:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUSSET]&lt;br /&gt;
	[NAME:russet]&lt;br /&gt;
	[RGB:117:90:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUST]&lt;br /&gt;
	[NAME:rust]&lt;br /&gt;
	[WORD:RUST]&lt;br /&gt;
	[RGB:183:65:14]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SAFFRON]&lt;br /&gt;
	[NAME:saffron]&lt;br /&gt;
	[RGB:244:196:48]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SCARLET]&lt;br /&gt;
	[NAME:scarlet]&lt;br /&gt;
	[RGB:255:36:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEA_GREEN]&lt;br /&gt;
	[NAME:sea green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:SEA]&lt;br /&gt;
	[WORD:OCEAN]&lt;br /&gt;
	[RGB:46:139:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEPIA]&lt;br /&gt;
	[NAME:sepia]&lt;br /&gt;
	[RGB:112:66:20]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SILVER]&lt;br /&gt;
	[NAME:silver]&lt;br /&gt;
	[WORD:SILVER]&lt;br /&gt;
	[RGB:192:192:192]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SKY_BLUE]&lt;br /&gt;
	[NAME:sky blue]&lt;br /&gt;
	[RGB:135:206:235]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SLATE_GRAY]&lt;br /&gt;
	[NAME:slate gray]&lt;br /&gt;
	[RGB:112:128:144]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SPRING_GREEN]&lt;br /&gt;
	[NAME:spring green]&lt;br /&gt;
	[RGB:0:255:127]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAN]&lt;br /&gt;
	[NAME:tan]&lt;br /&gt;
	[RGB:210:180:140]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_DARK]&lt;br /&gt;
	[NAME:dark taupe]&lt;br /&gt;
	[RGB:72:60:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_GRAY]&lt;br /&gt;
	[NAME:taupe gray]&lt;br /&gt;
	[RGB:139:133:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_MEDIUM]&lt;br /&gt;
	[NAME:taupe]&lt;br /&gt;
	[RGB:103:76:71]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PURPLE]&lt;br /&gt;
	[NAME:purple taupe]&lt;br /&gt;
	[RGB:80:64:77]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PALE]&lt;br /&gt;
	[NAME:pale taupe]&lt;br /&gt;
	[RGB:188:152:126]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_ROSE]&lt;br /&gt;
	[NAME:rose taupe]&lt;br /&gt;
	[RGB:144:93:93]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_SANDY]&lt;br /&gt;
	[NAME:sandy taupe]&lt;br /&gt;
	[RGB:150:113:23]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TEAL]&lt;br /&gt;
	[NAME:teal]&lt;br /&gt;
	[RGB:0:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TURQUOISE]&lt;br /&gt;
	[NAME:turquoise]&lt;br /&gt;
	[RGB:48:213:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VERMILION]&lt;br /&gt;
	[NAME:vermilion]&lt;br /&gt;
	[RGB:227:66:52]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VIOLET]&lt;br /&gt;
	[NAME:violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:139:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:WHITE]&lt;br /&gt;
	[NAME:white]&lt;br /&gt;
	[WORD:WHITE]&lt;br /&gt;
	[RGB:255:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW]&lt;br /&gt;
	[NAME:yellow]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW_GREEN]&lt;br /&gt;
	[NAME:yellow-green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:154:205:50]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: Often these number must be expressed in &amp;quot;hexadecimal&amp;quot; (base 16) - do a web search for key words &amp;quot;decimal hex converter&amp;quot;, and you should find several.  For further information, see [http://en.wikipedia.org/wiki/Web_colors this article].&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[Category:FAQ]]&lt;br /&gt;
{{dwarf}}&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Entity_token&amp;diff=116114</id>
		<title>v0.31 Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Entity_token&amp;diff=116114"/>
		<updated>2010-05-30T23:01:21Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: /* METAL_PREF and STONE_PREF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== METAL_PREF and STONE_PREF ==&lt;br /&gt;
&lt;br /&gt;
The article is certainly wrong about METAL_PREF, as DAMAGE_PERC and BLOCK_PERC no longer exist.  In fact, I don't believe METAL_PREF does ''anything'' anymore - it seems that STONE_PREF is what determines a race's ability to use metals other than bronze now. [[User:Trorbes|Trorbes]] 21:27, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indeed. See this post:&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=55680.0]&lt;br /&gt;
--[[User:Untelligent|Untelligent]] 23:01, 30 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=100640</id>
		<title>Dwarf Fortress Wiki talk:Magmawiki skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=100640"/>
		<updated>2010-04-28T22:00:39Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any comments you have regarding the skin in the appropriate section, use a level 3 header (&amp;lt;nowiki&amp;gt; === Example ===&amp;lt;/nowiki&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Look and Feel ==&lt;br /&gt;
Possible more DF related? A DF worldgen sreenie perhaps? More DF-y colours, such as red (especially red), green, black, grey etc? {{unsigned|Lord Nincompoop}}&lt;br /&gt;
:The point is a useful and non-intrusive interface, not a df-wiki themed interface. --[[User:Briess|Briess]] 05:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The normal wiki skin is going to stay for those who prefer it, right? --[[User:Untelligent|Untelligent]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Working Right ==&lt;br /&gt;
Could we get the &amp;quot;last changed&amp;quot; back on the bottom somewhere?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:30, 25 April 2010 (UTC)&lt;br /&gt;
:We thought it probably wasn't that useful to most people (and keeping it makes our skin alterations drastically harder to keep nice -- this won't be a problem in actual magmawiki though). However, you can re-enable it if you want, on a per-account basis. Just add the following to your magmawiki.css (User:YourName/magmawiki.css).&lt;br /&gt;
:&amp;lt;pre&amp;gt;#lastmod{display: block !important;}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:[[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 17:53, 25 April 2010 (UTC)&lt;br /&gt;
== Browser Specific Problems ==&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Material_science&amp;diff=98544</id>
		<title>v0.31 Talk:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Material_science&amp;diff=98544"/>
		<updated>2010-04-24T22:28:21Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It was discovered [http://www.bay12games.com/forum/index.php?topic=52339.msg1131937#msg1131937 on the forums] during experiments with Slade that an Impact Fracture of 5000000 or more flags a material as unminable- designations are canceled automatically and silently when any attempt is made (you can still dig up into it from below though, and this will sometimes leave a stone behind. This may be a bug, because there doesn't seem to be anything to do with Slade once you have some.) --[[User:Toksyuryel|Toksyuryel]] 21:20, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a noble request an item out of slade, and I was able to job-manage a request to stud with slade. Didn't have any at the time, but it ''does'' have uses. --[[Special:Contributions/76.78.145.177|76.78.145.177]] 21:46, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When you strike something, does the striking object (ie, weapon) test for damage as well as the struck target?&amp;quot;&lt;br /&gt;
If by that, you mean does the weapon take damage, then as of 31_03, no. Item/attacking part damage was one of the things that didn't make it into the big release. --[[User:Untelligent|Untelligent]] 22:28, 24 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=86587</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=86587"/>
		<updated>2010-04-08T02:22:48Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== DF2010 Title needs changing ==&lt;br /&gt;
&lt;br /&gt;
The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
&lt;br /&gt;
Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
&lt;br /&gt;
So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
&lt;br /&gt;
Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== French language wiki ==&lt;br /&gt;
&lt;br /&gt;
Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Add a CptnDuck page? ==&lt;br /&gt;
&lt;br /&gt;
Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
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:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
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== Articles on Olivine and other generic stones ==&lt;br /&gt;
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There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
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:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
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:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
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:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
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:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
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:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
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:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
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::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
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:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
::Eagle's right. A roguelike game plays somewhat like Rogue and has ascii graphics. Fortress mode DF is a tactical/strategic/sandbox ascii game, not a roguelike. And isn't there general intent for it to have graphics one day, once it's out of the design stages? --Kydo 01:58, 8 April 2010 (UTC)&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
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Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
&lt;br /&gt;
Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
&lt;br /&gt;
After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
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== No link to World Generation? ==&lt;br /&gt;
&lt;br /&gt;
Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
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== Namespaces ==&lt;br /&gt;
&lt;br /&gt;
As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
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Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
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:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tutorials clutter ==&lt;br /&gt;
&lt;br /&gt;
Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
&lt;br /&gt;
Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
&lt;br /&gt;
I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
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== What happened to the link to the dev changelog? ==&lt;br /&gt;
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There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;br /&gt;
:-That's a link I used almost daily. While I realize I'm an idiot for not just bookmarking it, it is a little disconcerting for it to :be gone. Either way, I've always thought it was one of the most relevant links on the main page—it let's you know where the game :project is at ''right now''.&lt;br /&gt;
:Wow, forgot sig and indent. I'm amazing. :P ----[[User:Njero|Njero]] 01:03, 8 April 2010 (UTC)&lt;br /&gt;
Found the template in question, figured there was no reason for the changelog link not to be there so I put it back; it seemed like it was removed by mistake anyway. Also renamed the link to the release information so there wouldn't be two links entitled &amp;quot;changelog.&amp;quot; --[[User:Untelligent|Untelligent]] 02:22, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=86582</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=86582"/>
		<updated>2010-04-08T02:22:00Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
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# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
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== DF2010 Title needs changing ==&lt;br /&gt;
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The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
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:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
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::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
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Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
&lt;br /&gt;
Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
&lt;br /&gt;
So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
&lt;br /&gt;
Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
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:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
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::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
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:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
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:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
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== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
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:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
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== French language wiki ==&lt;br /&gt;
&lt;br /&gt;
Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
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== Add a CptnDuck page? ==&lt;br /&gt;
&lt;br /&gt;
Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
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:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
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== Articles on Olivine and other generic stones ==&lt;br /&gt;
&lt;br /&gt;
There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
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:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
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:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
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:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
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:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
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:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
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:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
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::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
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:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
::Eagle's right. A roguelike game plays somewhat like Rogue and has ascii graphics. Fortress mode DF is a tactical/strategic/sandbox ascii game, not a roguelike. And isn't there general intent for it to have graphics one day, once it's out of the design stages? --Kydo 01:58, 8 April 2010 (UTC)&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
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Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
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Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
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:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
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After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
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== Images ==&lt;br /&gt;
&lt;br /&gt;
So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
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== No link to World Generation? ==&lt;br /&gt;
&lt;br /&gt;
Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Namespaces ==&lt;br /&gt;
&lt;br /&gt;
As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
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Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
&lt;br /&gt;
:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
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== Tutorials clutter ==&lt;br /&gt;
&lt;br /&gt;
Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
&lt;br /&gt;
Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
&lt;br /&gt;
I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
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== What happened to the link to the dev changelog? ==&lt;br /&gt;
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There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;br /&gt;
:-That's a link I used almost daily. While I realize I'm an idiot for not just bookmarking it, it is a little disconcerting for it to :be gone. Either way, I've always thought it was one of the most relevant links on the main page—it let's you know where the game :project is at ''right now''.&lt;br /&gt;
:Wow, forgot sig and indent. I'm amazing. :P ----[[User:Njero|Njero]] 01:03, 8 April 2010 (UTC)&lt;br /&gt;
Found the template in question, figured there was no reason for the changelog link not to be there so I put it back. Also renamed the link to the release information so there wouldn't be two links entitled &amp;quot;changelog.&amp;quot; --[[User:Untelligent|Untelligent]] 02:22, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:News&amp;diff=86579</id>
		<title>Template:News</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:News&amp;diff=86579"/>
		<updated>2010-04-08T02:19:51Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Put the link to the dev changelog back, renamed the link to the release information to prevent confusion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{{News/Mirrors/{{current/version}}}}&lt;br /&gt;
&amp;lt;div&amp;gt;The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[http://www.bay12games.com/dwarves/ Changelog&amp;lt;noinclude&amp;gt; at Bay12 Games&amp;lt;/noinclude&amp;gt;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[DF2010:Release information/{{current/version}}|Release Information]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=86447</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=86447"/>
		<updated>2010-04-07T22:49:39Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: /* What happened to the link to the dev changelog? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
}}&lt;br /&gt;
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== DF2010 Title needs changing ==&lt;br /&gt;
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The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
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:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
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::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
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Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
&lt;br /&gt;
Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
&lt;br /&gt;
So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
&lt;br /&gt;
Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
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:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
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::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
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:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
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:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
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== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
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:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
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== French language wiki ==&lt;br /&gt;
&lt;br /&gt;
Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
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== Add a CptnDuck page? ==&lt;br /&gt;
&lt;br /&gt;
Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
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:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
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== Articles on Olivine and other generic stones ==&lt;br /&gt;
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There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
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:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
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:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
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:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
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:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
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:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
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:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
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::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
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:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
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Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
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Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
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:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
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After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No link to World Generation? ==&lt;br /&gt;
&lt;br /&gt;
Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Namespaces ==&lt;br /&gt;
&lt;br /&gt;
As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
&lt;br /&gt;
:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tutorials clutter ==&lt;br /&gt;
&lt;br /&gt;
Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
&lt;br /&gt;
Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
&lt;br /&gt;
I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What happened to the link to the dev changelog? ==&lt;br /&gt;
&lt;br /&gt;
There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Symptoms&amp;diff=84263</id>
		<title>v0.31:Symptoms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Symptoms&amp;diff=84263"/>
		<updated>2010-04-05T17:45:42Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: False, helmet snakes cause the bleeding effect in their syndrome.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''Symptom''' is an status effect most often caused by contracting a {{L|Syndrome}}. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dorf will need to be diagnosed at a {{L|Hospital}} before a treatment can be prescribed.&lt;br /&gt;
&lt;br /&gt;
==List of Known Symptoms==&lt;br /&gt;
&lt;br /&gt;
===Blisters===&lt;br /&gt;
'''Effects''': Areas effected become prone to infection, this becomes more and more likely as severity goes up. While harmless in itself, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
'''Effects''': Areas effected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an effected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
===Bruising===&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
===Cough===&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat or chasm.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
===Fever===&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Impaired Function===&lt;br /&gt;
'''Effects''': Creature will be unable to use effected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes impaired function&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
'''Effects''': Creature will stop and {{L|Vomit}}. How often this happens depends on severity. Sustained and intense vomiting will causing dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
===Numbness===&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult. something who has a leg that's fallen asleep with have difficulty standing&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes numbness&lt;br /&gt;
 &lt;br /&gt;
===Necrosis===&lt;br /&gt;
'''Effects''': A medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and kill the creature. Also commonly seen in {{L|Undead}} creatures.&lt;br /&gt;
&lt;br /&gt;
===Oozing===&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
===Pain===&lt;br /&gt;
'''Effects''': Subject might give into pain and fall unconscious depending on toughness. The more severe the pain the more likely this can happen, and the more often. This can be very dangerous if the dwarf is in combat. &lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom.&lt;br /&gt;
&lt;br /&gt;
===Swelling===&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it effects the throat.&lt;br /&gt;
&lt;br /&gt;
===Unconsciousness===&lt;br /&gt;
'''Effects''': Effected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes unconsciousness directly&lt;br /&gt;
&lt;br /&gt;
===Vomiting Blood===&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes creatures to vomit blood&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_tokens&amp;diff=84221</id>
		<title>Creature tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_tokens&amp;diff=84221"/>
		<updated>2010-04-05T16:47:48Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Redirected page to DF2010:Creature Tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Creature Tokens]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=84200</id>
		<title>v0.31 Talk:Creature Tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=84200"/>
		<updated>2010-04-05T16:31:48Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are ''all'' these tokens verified? There was a reason I was adding them independently. I know for a fact that this is an incomplete list, which throws the entire list into suspicion for me, because it looks very much ripped from the 40d page with some minor edits. Many of these tokens may function differently from the previous version. For now, I motion that this edit be undone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm going to cross-reference it with the string dump and seperate it into creature-level tokens and caste-level tokens. --[[User:Untelligent|Untelligent]] 14:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Added a bunch of stuff from the string dump. Left out some HFS-related stuff that doesn't show up in the normal raws for now. A lot of stuff still needs to be verified, and some of the tokens might not be used yet, but at least it's more complete now. --[[User:Untelligent|Untelligent]] 16:31, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=84195</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=84195"/>
		<updated>2010-04-05T16:29:52Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the CV Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded CV&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| amount of material that makes contact when attack is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Second attacks only used if main impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| min:median:max{{verify}}&lt;br /&gt;
| Probably stages when a dragon will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CATE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes Cave adaptation. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:Time at which effect starts&lt;br /&gt;
*Peak:Time at which effect peaks&lt;br /&gt;
*End:Time at which effect ends. &lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| removes a tag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of the current versionv0.28.181.40d, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to [[DF2010:Creature_Token_Mannerisms|Mannerisms]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&amp;quot;&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=84193</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=84193"/>
		<updated>2010-04-05T16:29:22Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: From the string dump. Left out some HFS-related stuff that doesn't show up in the editable raws, also left out some stuff that seems to have been replaced by modern tags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Creature-level Tokens=&lt;br /&gt;
&lt;br /&gt;
The following tokens cannot be caste-specific.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the CV Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded CV&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| amount of material that makes contact when attack is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Second attacks only used if main impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| min:median:max{{verify}}&lt;br /&gt;
| Probably stages when a dragon will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CATE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes Cave adaptation. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:Time at which effect starts&lt;br /&gt;
*Peak:Time at which effect peaks&lt;br /&gt;
*End:Time at which effect ends. &lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| removes a tag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of the current versionv0.28.181.40d, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to [[DF2010:Creature_Token_Mannerisms|Mannerisms]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&amp;quot;&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=84142</id>
		<title>v0.31:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=84142"/>
		<updated>2010-04-05T15:46:19Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: String dump suggests SYN_IMMUNE_CLASS and STRING_AFFECTED_CREATURE also work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal {{L|symptoms}} over a short to long period of time, but some will clear up over time or with the assistance of a {{L|doctor}}.  A {{L|Hospital}} is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]&lt;br /&gt;
&lt;br /&gt;
==List of syndromes in Vanilla&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! | Syndrome&lt;br /&gt;
! | Accquired&lt;br /&gt;
! | Short-term Symptoms&lt;br /&gt;
! | Long-term Symptoms&lt;br /&gt;
! | Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| Direct skin contact with a {{L|cave blob}}&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| Expelled from a {{L|cave floater}}.&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| Being bitten by a {{L|cave spider}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| Being bitten by a {{L|giant cave spider}}&lt;br /&gt;
| Complete paralysis&amp;lt;br/&amp;gt;'''Being eaten by the GCS'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| Touching, breathing or injecting {{L|gnomeblight}}&amp;lt;br/&amp;gt;Gnomes only.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;br/&amp;gt;Death&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| Being stung by a {{L|giant desert scorpion}}&lt;br /&gt;
| None&lt;br /&gt;
| Necrosis of the brain and nervous system&amp;lt;br/&amp;gt;Permanent paralysis, likely followed by death&lt;br /&gt;
| None&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| Being bitten by a {{L|helmet snake}}.&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron Man Cough&lt;br /&gt;
| Expelled by {{L|iron man}}&lt;br /&gt;
| Severe cough&amp;lt;br/&amp;gt;Bleeding (from the cough)&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| Being bitten by a {{L|serpent man}}&lt;br /&gt;
| Complete paralysis&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;1. [[Titan]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/titan made of blood.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attatched to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched or inhaled (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
The purpose of ENTERS_BLOOD is currently unclear pending further testing, but is assumed to represent the contagion entering the bloodstream and circulating around the body.&lt;br /&gt;
&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood) and inhaled syndromes must be inhaled in gaseous form, such as from boiling or a creature breath attack.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 time units afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/PEAK/END end it, the order of the intervening tokens isn't important.&lt;br /&gt;
&lt;br /&gt;
  CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
  SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
  PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
  LOCALIZED (Optional if the BP:BY_CATEGORY/BY_TYPE token is present)&lt;br /&gt;
This tag causes the effect to be restricted to the limb that came into contact with the contagion - ie. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion.  It's unclear how this tag functions in syndromes contracted by inhalation.&lt;br /&gt;
  BP:BY_CATEGORY/BY_TYPE:BODYPART:TISSUE (Optional if the LOCALIZED token is present)&lt;br /&gt;
Specifies a target or range of targets for the effect to manifest in.  For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targetting the SKIN tissue on all bodyparts.  This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. &lt;br /&gt;
  VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
  MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
  SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they recieved, but has yet to be extensively tested.&lt;br /&gt;
  SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested by presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! | Token&lt;br /&gt;
! | Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| Causes the Nausea condition, and heavy vomitting.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Causes the targetted bodypart to swell up.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Causes the targetted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Causes the targetted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Causes the targetted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Afflicts the targetted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Covers the targetted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MAT_FIXED_TEMP:9001]&lt;br /&gt;
  [BOILING POINT:9000]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attatched to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as MATERIAL tokens.&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=84132</id>
		<title>v0.31:Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=84132"/>
		<updated>2010-04-05T15:41:58Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Someone went and made syndromes on another page, and did it better than I did. Syndrome token section removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
==Material Tokens==&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material templates, as well as materials defined in other raw files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_TEMPLATE&lt;br /&gt;
|&lt;br /&gt;
*id&lt;br /&gt;
| The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*color&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to describe the color of the material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the adjective.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*forground brightness&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit {{L|Color token}}&lt;br /&gt;
[DISPLAY_COLOR:7:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| See {{L|SPEC HEAT}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes heat damage. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes cold damage. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature of the material. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| How sharp the material is. Used in cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON_RANGED&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_AMMO&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DIGGER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ANVIL&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ARMOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SIEGE_ENGINE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DELICATE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_METAL&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPLIES_ANIMAL_KILL&lt;br /&gt;
|&lt;br /&gt;
| Makes the elves angry if you try to trade something made from this material&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_CREATURE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_CREATURE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_OTHER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEAF_MAT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOOTH&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHELL&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUS_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRYSTAL_GLASSABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_NAME&lt;br /&gt;
|&lt;br /&gt;
| Name of stones mined out if material is a stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OVERWRITE_SOLID&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEMP_DIET_INFO&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FILTH&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_DYE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STORAGE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*item type&lt;br /&gt;
*NONE&lt;br /&gt;
| All instances in the material templates have NONE as the second argument. Possibly subtype?&lt;br /&gt;
[BUTCHER_SPECIAL:MEAT:NONE]&lt;br /&gt;
[BUTCHER_SPECIAL:GLOB:NONE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective?&lt;br /&gt;
| When the creature is butchered, its organs will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*material&lt;br /&gt;
| Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is always LOCAL_CREATURE_MAT in templates but could be others.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the selected material. Seen in local creature materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYNDROME&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=84009</id>
		<title>v0.31 Talk:Creature Tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=84009"/>
		<updated>2010-04-05T14:43:19Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are ''all'' these tokens verified? There was a reason I was adding them independently. I know for a fact that this is an incomplete list, which throws the entire list into suspicion for me, because it looks very much ripped from the 40d page with some minor edits. Many of these tokens may function differently from the previous version. For now, I motion that this edit be undone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm going to cross-reference it with the string dump and seperate it into creature-level tokens and caste-level tokens. --[[User:Untelligent|Untelligent]] 14:43, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=84008</id>
		<title>v0.31 Talk:Creature Tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=84008"/>
		<updated>2010-04-05T14:43:08Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are ''all'' these tokens verified? There was a reason I was adding them independently. I know for a fact that this is an incomplete list, which throws the entire list into suspicion for me, because it looks very much ripped from the 40d page with some minor edits. Many of these tokens may function differently from the previous version. For now, I motion that this edit be undone.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross-reference it with the string dump and seperate it into creature-level tokens and caste-level tokens. --[[User:Untelligent|Untelligent]] 14:43, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome_tokens&amp;diff=83296</id>
		<title>Syndrome tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome_tokens&amp;diff=83296"/>
		<updated>2010-04-05T03:58:19Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Material token]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=83293</id>
		<title>v0.31:Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=83293"/>
		<updated>2010-04-05T03:48:41Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: It's a start. Used the string dump, which is nice because it inherently groups tokens by category, but it might not be 100% accurate. This page still needs some serious organization-fu.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
==Material Tokens==&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material templates, as well as materials defined in other raw files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_TEMPLATE&lt;br /&gt;
|&lt;br /&gt;
*id&lt;br /&gt;
| The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*color&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to describe the color of the material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the adjective.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*forground brightness&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit {{L|Color token}}&lt;br /&gt;
[DISPLAY_COLOR:7:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| See {{L|SPEC HEAT}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes heat damage. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes cold damage. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature of the material. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| How sharp the material is. Used in cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON_RANGED&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_AMMO&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DIGGER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ANVIL&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ARMOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SIEGE_ENGINE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DELICATE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_METAL&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPLIES_ANIMAL_KILL&lt;br /&gt;
|&lt;br /&gt;
| Makes the elves angry if you try to trade something made from this material&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_CREATURE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_CREATURE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_OTHER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEAF_MAT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_PLANT&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOOTH&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHELL&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUS_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRYSTAL_GLASSABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_NAME&lt;br /&gt;
|&lt;br /&gt;
| Name of stones mined out if material is a stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OVERWRITE_SOLID&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEMP_DIET_INFO&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FILTH&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_DYE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STORAGE&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*item type&lt;br /&gt;
*NONE&lt;br /&gt;
| All instances in the material templates have NONE as the second argument. Possibly subtype?&lt;br /&gt;
[BUTCHER_SPECIAL:MEAT:NONE]&lt;br /&gt;
[BUTCHER_SPECIAL:GLOB:NONE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective?&lt;br /&gt;
| When the creature is butchered, its organs will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*material&lt;br /&gt;
| Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is always LOCAL_CREATURE_MAT in templates but could be others.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the selected material. Seen in local creature materials.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syndrome Tokens==&lt;br /&gt;
&lt;br /&gt;
The following tokens are used to define syndromes associated with a material.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYNDROME&lt;br /&gt;
|&lt;br /&gt;
| Begin defining a syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYN_NAME&lt;br /&gt;
|&lt;br /&gt;
*string&lt;br /&gt;
| Name of the syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYN_INJECTED&lt;br /&gt;
|&lt;br /&gt;
| Syndrome is contracted if injected via creature attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYN_CONTACT&lt;br /&gt;
|&lt;br /&gt;
| Syndrome is contracted if material contaminent (water covering, for example) is present on the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYN_INHALED&lt;br /&gt;
|&lt;br /&gt;
| Syndrome is contracted if dust, vapor, or gas is inhaled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYN_AFFECTED_CLASS&lt;br /&gt;
|&lt;br /&gt;
*creature class&lt;br /&gt;
| Which creature classes can contract the syndrome. ALL does not make every creature susceptible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYN_IMMUNE_CLASS&lt;br /&gt;
|&lt;br /&gt;
*creature class&lt;br /&gt;
| Which creature classes are immune to the syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYN_AFFECTED_CREATURE&lt;br /&gt;
|&lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| ALL is a valid argument for the second parameter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYN_IMMUNE_CREATURE&lt;br /&gt;
|&lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| ALL is a valid argument for the second parameter. Be sure to give this to venomous creatures, especially those with contact or inhaled poisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Effect&lt;br /&gt;
|&lt;br /&gt;
| See below&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Effect token===&lt;br /&gt;
&lt;br /&gt;
Effect tokens are added to a syndrome in the following format:&lt;br /&gt;
&lt;br /&gt;
[effect:SEV:n:PROB:n:special:START:n:PEAK:n:END:n:special]&lt;br /&gt;
&lt;br /&gt;
The following effects can be used, most of which are self-explanatory:&lt;br /&gt;
&lt;br /&gt;
*CE_PAIN&lt;br /&gt;
*CE_SWELLING&lt;br /&gt;
*CE_OOZING&lt;br /&gt;
*CE_BRUISING&lt;br /&gt;
*CE_BLISTERS&lt;br /&gt;
*CE_NUMBNESS&lt;br /&gt;
*CE_PARALYSIS&lt;br /&gt;
*CE_FEVER&lt;br /&gt;
*CE_BLEEDING&lt;br /&gt;
*CE_COUGH_BLOOD&lt;br /&gt;
*CE_VOMIT_BLOOD&lt;br /&gt;
*CE_NAUSEA&lt;br /&gt;
*CE_UNCONSCIOUSNESS&lt;br /&gt;
*CE_NECROSIS&lt;br /&gt;
*CE_IMPAIR_FUNCTION&lt;br /&gt;
*CE_DROWSINESS&lt;br /&gt;
*CE_DIZZINESS&lt;br /&gt;
&lt;br /&gt;
The other arguments and special tokens are as follows. Special tokens can be used before or after the START, PEAK, and END.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEV&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Severity of the effect. Number can presumably exceed 100.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROB&lt;br /&gt;
|&lt;br /&gt;
*percentage&lt;br /&gt;
| Probability of the effect. Probably a percentage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START, PEAK, END&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Timespan of the effect. The effect will increase from the starting time to the peak time, and decrease from the peak time to the end time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCALIZED&lt;br /&gt;
|&lt;br /&gt;
| Contact poison will only effect the area it contacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESISTABLE&lt;br /&gt;
|&lt;br /&gt;
| Effect has a chance of being resisted beyond the probability. Uses disease resistance attribute?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTERS_BLOOD&lt;br /&gt;
|&lt;br /&gt;
| Used with injected venom?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VASCULAR_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Only affects vascular tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUSCULAR_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Only affects muscule tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE, BY_TOKEN, or BY_CATEGORY&lt;br /&gt;
* body type, token, or category&lt;br /&gt;
* tissue? ALL works here&lt;br /&gt;
| The effect will only affect a particular body part.&lt;br /&gt;
BP:BY_TYPE:THOUGHT:ALL&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Example Syndrome===&lt;br /&gt;
&lt;br /&gt;
 [SYNDROME]&lt;br /&gt;
 	[SYN_NAME:lime disease]&lt;br /&gt;
 	[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
 	[SYN_IMMUNE_CREATURE:TIGER:ALL]&lt;br /&gt;
 	[SYN_INHALED][SYN_CONTACT][SYN_INJECTED]&lt;br /&gt;
 	[CE_FEVER:SEV:50:PROB:100:RESISTABLE:START:50:PEAK:500:END:1500]&lt;br /&gt;
 	[CE_NAUSEA:SEV:35:PROB:100:RESISTABLE:START:50:PEAK:100:END:300]&lt;br /&gt;
 	[CE_DROWSINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:4000]&lt;br /&gt;
 	[CE_DIZZINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:3000]&lt;br /&gt;
 	[CE_BLEEDING:SEV:50:PROB:100:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:500:END:600:SIZE_DILUTES]&lt;br /&gt;
 	[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:NERVOUS:ALL:START:30:PEAK:60:END:1200]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Density&amp;diff=81685</id>
		<title>v0.31:Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Density&amp;diff=81685"/>
		<updated>2010-04-03T20:46:58Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Density is a material property that effects the weight of an object made from the material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In combat, Density affects blunt-force damage. Additionally, an edged weapon or attacking part with a low density will have difficulty piercing tissue layers.&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shear_elasticity&amp;diff=78183</id>
		<title>v0.31:Shear elasticity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shear_elasticity&amp;diff=78183"/>
		<updated>2010-04-02T15:02:02Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Impact/shear_elasticity]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shear_elasticity&amp;diff=78182</id>
		<title>Shear elasticity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shear_elasticity&amp;diff=78182"/>
		<updated>2010-04-02T15:01:14Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Impact/shear_elasticity]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Impact_elasticity&amp;diff=78181</id>
		<title>Impact elasticity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Impact_elasticity&amp;diff=78181"/>
		<updated>2010-04-02T15:00:36Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Impact/shear_elasticity]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Impact_elasticity&amp;diff=78178</id>
		<title>v0.31:Impact elasticity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Impact_elasticity&amp;diff=78178"/>
		<updated>2010-04-02T14:59:31Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Redirected page to DF2010:Impact/shear elasticity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Impact/shear_elasticity]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Impact_elasticity&amp;diff=78177</id>
		<title>v0.31:Impact elasticity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Impact_elasticity&amp;diff=78177"/>
		<updated>2010-04-02T14:57:26Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Impact/shear elasticity]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strain_at_yield&amp;diff=78176</id>
		<title>v0.31:Strain at yield</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strain_at_yield&amp;diff=78176"/>
		<updated>2010-04-02T14:55:56Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Added info, table to impact elasticity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Impact and Shear Elasticity are values associated with the material raws in versions df_31_01 and later. They affect combat, primarily what happens when something is struck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Impact Elasticity==&lt;br /&gt;
&lt;br /&gt;
[IMPACT_ELASTICITY:n]&lt;br /&gt;
&lt;br /&gt;
A very low elasticity will cause the object to shatter when struck, even when struck by an edged weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Stone, Bone, Tooth, Horn, Hoof, Pearl, Shell, Soap, Tallow, Chitin, Most frozen liquids&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Metal, Wood, Plant, Seed, Powder&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|Nail&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|Cartilage&lt;br /&gt;
|25000&lt;br /&gt;
|-&lt;br /&gt;
|Skin, Fat, Muscle, Sinew, Nerve, Organs, Leather, Cheese, Leaf&lt;br /&gt;
|50000&lt;br /&gt;
|-&lt;br /&gt;
|Hair, Feather, Scale, Silk, Thread&lt;br /&gt;
|100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shear Elasticity==&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=78137</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=78137"/>
		<updated>2010-04-02T14:34:23Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Changed &amp;quot;impact shear yield&amp;quot; and similar to &amp;quot;impact/shear yield&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The new version, '''DF 0.31.01''', has been released for general download - and, no, this is not an April Fool's joke.  &lt;br /&gt;
:See here: http://www.bay12games.com/dwarves/index.html&lt;br /&gt;
&lt;br /&gt;
{{AV}}&lt;br /&gt;
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  Materials ===&lt;br /&gt;
* The {{l|material}} system has been rewritten, and just about everything is made from a material now.&lt;br /&gt;
* It is now possible to track the identity of certain materials, such as {{l|blood}} spatter.&lt;br /&gt;
* The {{l|color}} of a base {{l|material}} will now have more effects - a [[wagon]] made out of featherwood will reflect the {{l|color}} of the wood.&lt;br /&gt;
* Material breath [[weapons]] are possible, and can be made of any material. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain {{l|materials}} ({{l|blood}}, snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for {{l|materials}} such as liquid (molten) {{l|metal}}, which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* {{l|Weapons}} and {{l|armor}} now use various &amp;quot;real world&amp;quot; {{l|attributes}} to calculate their effectiveness. Each {{l|material}} (rock, {{l|metal]]) uses the following:&lt;br /&gt;
** '''{{l|Density}}'''&lt;br /&gt;
** '''{{l|Impact/shear yield}}'''&lt;br /&gt;
** '''{{l|Impact/shear fracture}}'''&lt;br /&gt;
** '''{{l|Impact/shear elasticity}}'''&lt;br /&gt;
** '''{{l|Edge}}'''&lt;br /&gt;
&lt;br /&gt;
===  {{l|Raws}} ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* {{l|Attributes}} have also moved into the {{l|raws}}, allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, {{l|stone}}s, etc. - now have {{l|material}} lists in the {{l|raws}}.&lt;br /&gt;
** Some {{l|raws}} have been merged, such as trees/plants, and {{l|stone}}s/{{l|metal}}s.&lt;br /&gt;
* A {{l|region}}'s raw files are now stored in their respective {{l|save}} folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series [Not implimented in first release]=== &lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  Arenas ===&lt;br /&gt;
* Arenas allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
*  The Arena is accessed via a special mode that has to be turned on in the init file.&lt;br /&gt;
* You can make as many [[creatures]] of any type a you want, equip them with any [[items]] you want, etc.&lt;br /&gt;
** [[Items]] can be made out of any of the current logical [[materials]]&lt;br /&gt;
* You can also assign them to teams or have them go at it solo&lt;br /&gt;
* The [[arena]] itself contains a flat fighting place as well as a pool of [[magma]] or [[water]]&lt;br /&gt;
* You can also edit the layout of the arena by adding or removing water and magma and so on.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[[Burrows]]'''! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in burrows they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] (known as a Dormitory) and squad [[barracks]].&lt;br /&gt;
* Liaisons will be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
* Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
* When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&lt;br /&gt;
* Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed.&lt;br /&gt;
* Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders.&lt;br /&gt;
** I am unconfirming this. There is an amount of delayed reaction on forming and unforming squads but all (3 remaining) of my dwarves were able to get back to civilian activities after canceling the kill order of their squad. --[[User:Another|Another]] 10:41, 2 April 2010 (UTC)&lt;br /&gt;
*** How long? I have dorfs locked in soldier mode for several seasons now. [[User:AbuDhabi|AbuDhabi]] 11:24, 2 April 2010 (UTC)&lt;br /&gt;
*** Update: The problem seems to be fixable by deconstructing the barracks. [[User:AbuDhabi|AbuDhabi]] 11:28, 2 April 2010 (UTC)&lt;br /&gt;
* When wrestling, you can grasp other creatures by their individual teeth.&lt;br /&gt;
* When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21468</id>
		<title>40d:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21468"/>
		<updated>2009-06-28T17:56:19Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: /* Values 8-15 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Color]] is used to express various information, from a dwarf's profession, over the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
You may be looking for [[Color schemes]], which contains color schemes different from DF's default.&lt;br /&gt;
&lt;br /&gt;
== Modding color ==&lt;br /&gt;
&lt;br /&gt;
Various moddable files use one of the the two color definitions below.&lt;br /&gt;
&lt;br /&gt;
=== Color flags ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:foreground:background:brightness] flag. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
The following colors can be displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another flag, e.g. the last three arguments of &amp;lt;code&amp;gt;[EXTRACT:golden salve:6:0:1]&amp;lt;/code&amp;gt; express the color yellow on black.&lt;br /&gt;
&lt;br /&gt;
There's also a one-argument form of the &amp;lt;code&amp;gt;COLOR&amp;lt;/code&amp;gt; flag used to define the color of gems. In that case the argument is the foreground color, the background color is variable and the brightness of gems is always 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interesting Color Effects===&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the final value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method.&lt;br /&gt;
&lt;br /&gt;
====Values higher than 15:====&lt;br /&gt;
&lt;br /&gt;
If the foreground color is higher than 15 for any reason, the tile or creature will take the color of whatever tile was in that position on the screen in the previous frame. If the background color value is higher than 15, it also acts this way, taking the background color of the previous tile to inhabit that location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
[[Dye]]s do not use color flags, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[MILL_DYE:EMERALD]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 215, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 215&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21467</id>
		<title>40d:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21467"/>
		<updated>2009-06-28T17:49:50Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Color]] is used to express various information, from a dwarf's profession, over the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
You may be looking for [[Color schemes]], which contains color schemes different from DF's default.&lt;br /&gt;
&lt;br /&gt;
== Modding color ==&lt;br /&gt;
&lt;br /&gt;
Various moddable files use one of the the two color definitions below.&lt;br /&gt;
&lt;br /&gt;
=== Color flags ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:foreground:background:brightness] flag. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
The following colors can be displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another flag, e.g. the last three arguments of &amp;lt;code&amp;gt;[EXTRACT:golden salve:6:0:1]&amp;lt;/code&amp;gt; express the color yellow on black.&lt;br /&gt;
&lt;br /&gt;
There's also a one-argument form of the &amp;lt;code&amp;gt;COLOR&amp;lt;/code&amp;gt; flag used to define the color of gems. In that case the argument is the foreground color, the background color is variable and the brightness of gems is always 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interesting Color Effects===&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method.&lt;br /&gt;
&lt;br /&gt;
====Values higher than 15:====&lt;br /&gt;
&lt;br /&gt;
If the foreground color is higher than 15 for any reason, the tile or creature will take the color of whatever tile was in that position on the screen in the previous frame. If the background color value is higher than 15, it also acts this way, taking the background color of the previous tile to inhabit that location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
[[Dye]]s do not use color flags, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[MILL_DYE:EMERALD]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 215, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 215&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21466</id>
		<title>40d:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21466"/>
		<updated>2009-06-28T17:48:04Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Minor formatting stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Color]] is used to express various information, from a dwarf's profession, over the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
You may be looking for [[Color schemes]], which contains color schemes different from DF's default.&lt;br /&gt;
&lt;br /&gt;
== Modding color ==&lt;br /&gt;
&lt;br /&gt;
Various moddable files use one of the the two color definitions below.&lt;br /&gt;
&lt;br /&gt;
=== Color flags ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:foreground:background:brightness] flag. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
The following colors can be displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another flag, e.g. the last three arguments of &amp;lt;code&amp;gt;[EXTRACT:golden salve:6:0:1]&amp;lt;/code&amp;gt; express the color yellow on black.&lt;br /&gt;
&lt;br /&gt;
There's also a one-argument form of the &amp;lt;code&amp;gt;COLOR&amp;lt;/code&amp;gt; flag used to define the color of gems. In that case the argument is the foreground color, the background color is variable and the brightness of gems is always 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interesting Color Effects===&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method.&lt;br /&gt;
&lt;br /&gt;
====Values higher than 15:====&lt;br /&gt;
&lt;br /&gt;
If the foreground color is higher than 15 for any reason, the tile or creature will take the color of whatever tile was in that position on the screen in the previous frame. If the background color value is higher than 15, it also acts this way, taking the background color of the previous tile to inhabit that location. Using this technique with a tileset or graphics set may have undesired effects, such as filling up half the tile with a solid rectangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
[[Dye]]s do not use color flags, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[MILL_DYE:EMERALD]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 215, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 215&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21465</id>
		<title>40d:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21465"/>
		<updated>2009-06-28T17:46:24Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Fixed up the &amp;quot;interesting color effects&amp;quot; a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Color]] is used to express various information, from a dwarf's profession, over the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
You may be looking for [[Color schemes]], which contains color schemes different from DF's default.&lt;br /&gt;
&lt;br /&gt;
== Modding color ==&lt;br /&gt;
&lt;br /&gt;
Various moddable files use one of the the two color definitions below.&lt;br /&gt;
&lt;br /&gt;
=== Color flags ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:foreground:background:brightness] flag. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
The following colors can be displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another flag, e.g. the last three arguments of &amp;lt;code&amp;gt;[EXTRACT:golden salve:6:0:1]&amp;lt;/code&amp;gt; express the color yellow on black.&lt;br /&gt;
&lt;br /&gt;
There's also a one-argument form of the &amp;lt;code&amp;gt;COLOR&amp;lt;/code&amp;gt; flag used to define the color of gems. In that case the argument is the foreground color, the background color is variable and the brightness of gems is always 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interesting Color Effects===&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Values higher than 15:====&lt;br /&gt;
&lt;br /&gt;
If the foreground color is higher than 15 for any reason, the tile or creature will take the color of whatever tile was in that position on the screen in the previous frame. If the background color value is higher than 15, it also acts this way, taking the background color of the previous tile to inhabit that location. Using this technique with a tileset or graphics set may have undesired effects, such as filling up half the tile with a solid rectangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
[[Dye]]s do not use color flags, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[MILL_DYE:EMERALD]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 215, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 215&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39987</id>
		<title>40d Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39987"/>
		<updated>2009-06-19T01:31:05Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Metro manager at 145-150 dwarves?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name Changes ==&lt;br /&gt;
&lt;br /&gt;
I've population of 83 and have a Town Manager.  I've bumped that index to 80+ ... but this is just a guess... I'll pay more attention of further advances and update this as more data comes to me.  I'm using 27.176.38c.  I suppose if i started drowning dwarves i could drop the population enough to trigger the reverse... if that works. :) -- [[User:Vaevictus|Vaevictus]] 12:12, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a population of 202 dwarves with a &amp;quot;City Manager&amp;quot; position. I'm editing the page to reflect that. I am using version 28.181.39e as of this edit. [[User:Aaron5367|Aaron5367]] 15:43, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now I've got a populaton of 220 with the &amp;quot;Metropolis Manager&amp;quot; position. I'm editing again, same version as above. [[User:Aaron5367|Aaron5367]] 09:08, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a city manager at 138 dwarves. [[User:threefingeredguy|threefingeredguy]]&lt;br /&gt;
&lt;br /&gt;
I have a metropolis manager at 145 dwarves (although he may have aquired the title at 150 dwarves and then I lost a few soldiers), so some of the current information is obviously wrong, and probably isn't even based on dwarf count, but rather wealth or exports. --[[User:Untelligent|Untelligent]] 01:31, 19 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Certain Jobs ==&lt;br /&gt;
&lt;br /&gt;
Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. [[User:Shoez|Shoez]] 18:46, 11 April 2008 (EDT)&lt;br /&gt;
: I would guess that it was because those two tasks in particular require more information than the manager screen is able to handle. Planting seeds is dependent on too many factors; type of plant, suitable season, which farm plot. Felling trees requires the trees to be specifically marked for felling, as there is currently no other way for the game to determine which trees should be cut down (&amp;quot;that copse just outside the goblin fortress looks ideal&amp;quot;...). -- [[User:Raumkraut|Raumkraut]] 21:30, 11 April 2008 (EDT)&lt;br /&gt;
::These jobs are automatically generated by the AI. The manager does allocate them to each dwarf. &lt;br /&gt;
::If you do want to allocate a job &amp;quot;cut down 30 trees&amp;quot; you do it by designating 30 trees to be cut down. You end up with 30 x jobs &amp;quot;cut down 1 tree&amp;quot;. Same effect.[[User:GarrieIrons|GarrieIrons]] 23:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What's the use? ==&lt;br /&gt;
&lt;br /&gt;
What's the point in work orders via the manager screen? The only use I've found so far is for glassmaking, to get several batches of ash, then turned into potash, pearlash, and finally glass, without having dwarves cancel the later tasks. But even that seems like it might not fully work. What do people use the manager screen for? --[[User:AlexChurchill|AlexChurchill]] 10:13, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Insofar as the manager interface itself goes, it can be more convenient than tracking down workshops, it allows orders to be set up that won't go away (maybe without you noticing) if materials aren't available right this instant, and you have a summary of what you have going on to look at.  Beyond that, processing work orders trains organizer skill, which is actually a comparatively easy source of legendary dwarves. &amp;amp;mdash;[[User:Chaos|Chaos]] 10:58, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I have, say, 200 plump helmet spawn, and I want to cook, say, 196 of them, I can order 30 and 19 lavish meals via the manager. I can't do that easily without him.&lt;br /&gt;
::In general, if I want a specific number of something that won't fit in the 10 sized queue, I use the manager. --[[User:Savok|Savok]] 11:16, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's very useful if you want a specific number of things, and don't want more than that (as you might get if you just set it to repeat). Also, it gets past the requirement to have the materials available at the time a dwarf decides to start working on it - the job won't be cancelled. --[[User:Tyranic-Moron|Tyranic-Moron]] 12:03, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The section you created based on this wound up slightly misleading.  Jobs that can't be accomplished because of missing materials won't exaaaactly 'just sit there'; they'll keep being requeued and cancelled, which is a good bit more annoying than just sitting there.  Just FYI. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:53, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I just changed my manager to someone else and now my previous manager isn't working. I had an order in the manager window thingie which ordered to make beds. I was trying to make him make beds since he had the highest skill in it... I have wood and accessible carpenter's station available, only allowing him to work there with them ordering beds. Now all he does is hang out in the mayor's office which has a resting from an injury dwarf. Bug? I reseted and it seems he was in a meeting.--[[User:Seaneat|Seaneat]] 04:21, 2 July 2008 (EDT)&lt;br /&gt;
: Just figured he wanted to complain to the mayor which he can't since the guy is resting.&lt;br /&gt;
:: One thing that happens with managers is that dwarves schedule meetings with them to complain about things, and half the time the meetings get screwed up by the dwarf going and doing something else, which stops the manager from doing anything for an extremely long time.  They still try to carry out the meeting after you switch them out of the manager job, too.  As far as I can tell, you have to keep several manager candidates around who you can switch out of the job regularly in order to deal with this. &amp;amp;mdash;[[User:Chaos|Chaos]] 08:22, 2 July 2008 (EDT)&lt;br /&gt;
::: I drafted him, he sparred, mayor got up, undrafted him, he's still &amp;quot;no job&amp;quot;ing. What was I supposed to do? I guess the mayor wanted to complain to the manager, the other way around... Ah...disable labor of the mayor...what else?--[[User:Seaneat|Seaneat]] 17:27, 2 July 2008 (EDT)&lt;br /&gt;
:::: The meetings show up as Attend Meeting or Conduct Meeting when they're being an issue.  If he's in No Job, check his assignments. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:44, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Beds are never worth enough to worry what quality they are.&lt;br /&gt;
:My manager is multi roled as:&lt;br /&gt;
:#Manager&lt;br /&gt;
:#Trader&lt;br /&gt;
:#Stone detailer&lt;br /&gt;
:Any time I need him I disable Stone Detailing. The rest of the time it seems that whenever some jobs need to be allocated he stops engraving and gets stuck into it. He's a legendary stond detailer which has me a bit worried about what will happen when I have to roll out a new hallway... ;^-) [[User:GarrieIrons|GarrieIrons]] 23:44, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== multiple workshops ==&lt;br /&gt;
&lt;br /&gt;
If you set a task on the manager screen for, say, 30 rock tables and 30 rock chairs, and you have 2 mason's workshops, will the manager distribute the workload over the two shops or just use one? --[[User:Tachyon|Tachyon]] 21:26, 10 August 2008 (EDT)&lt;br /&gt;
:Direct answer: all tasks get distributed between all relevant workshops.&lt;br /&gt;
:The worst feature of the Manager is that the manager cannot be told to exclude a given workshop. So you build a craft workshop next to the bone refuse pile and periodically you will find woodcrafter dwarves wandering all the way from your wood stockpile down to it to build a wooden cup. grrrrrr.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 23:41, 10 August 2008 (EDT)&lt;br /&gt;
::If I want to use 2 craftdwarfs workshops, one for wood and one for stone, will the manager respect restrictions on who can use it when putting things in the queue?  What if I restrict workshop#1 to the woodcrafter and workshop#2 to the stonecrafter? --[[User:Aristoi|Aristoi]] 17:29, 12 August 2008 (EDT)&lt;br /&gt;
:::Nope, it'll distribute the jobs evenly across all workshops headless of workshop settings. [[User:HeWhoIsPale|HeWhoIsPale]] 08:18, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::You can forbid the stone the shop is built of with the t-menu, dwarves wont use it then, but that is kinda killing the whole point of the manager - less micromanagement. At least u can recall unforbidding it easier when u get the message &amp;quot;X completed&amp;quot; --[[User:Höhlenschreck|Höhlenschreck]] 14:56, 17 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36659</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36659"/>
		<updated>2008-12-27T19:56:14Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Oh, and finland.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|55}}|{{#expr: ({{rand2|10}}+45)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in cateogory Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;What constitutes &amp;quot;sunday best&amp;quot; for dwarves?  Is that when they actually wipe some of the blood and vomit off their clothes? --Kuli&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, You've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;quot;After I finished the last quest he had for me, he told me 'When you wake up in the morning, go with Bengel Trustbite the Feral Armors.' So now I'm carrying around the body as a backup throwing weapon.&amp;quot; - [[Demonic Gophers]]&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;quot;The wolf's nose has been pierced!&amp;quot;&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;&amp;quot;Domesticating Giant Cave Spiders? Ha ha. Aha haha ha ha. No.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;I mean, how dangerous can an elephant be, anyway?&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;Beware of the Elephant's greatest evolutionary trait: [http://archive.dwarffortresswiki.net/index.php/Talk:Elephant#Stealth_Elephants Stealth].&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;Wolf cancels Breathe: Interrupted by ≡Ash Bolt≡.&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;There's no wrong way to eat a [[Rhesus macaque|Rhesus]].&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;&amp;quot;I started my fortress in preparation for the goblin invasion. To my dismay, they arrived instead with a trade caravan and a friendly wave. I'm thoroughly disappointed in their lack of genocide.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--71--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--72--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--73--&amp;gt;&amp;quot;Oh, you worship Id Taughtletter The Age of Forever? Ha! I killed her last year! Small world!&amp;quot; --Dadamh&lt;br /&gt;
|&amp;lt;!--74--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions. &amp;quot;There! Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--75--&amp;gt;&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;&lt;br /&gt;
|&amp;lt;!--76--&amp;gt;&amp;quot;Hey, you know all those trap components in Fortress mode? You can wield them in Adventurer Mode.  I'm DRILLING THE SHIT out of SKELETONS AND ZOMBIES.&amp;quot;&amp;lt;br /&amp;gt;&amp;quot;You can wield anything in adventurer mode.&amp;quot;&amp;lt;br /&amp;gt;&amp;quot;I CANNOT HEAR YOU OVER THE SOUND OF ME DRILLING HOLES IN ELVES!&amp;quot;&lt;br /&gt;
|&amp;lt;!--77--&amp;gt;&amp;quot;Known bug #780: Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--78--&amp;gt;&amp;quot;Because you can't make beer out of cats. Yet. &amp;quot; --[[User:RomeoFalling]]&lt;br /&gt;
|&amp;lt;!--79--&amp;gt;&amp;quot;[Google trends] seems to suggest that shortly into the fourth quarter of 2007, all of Finland simultaneously searched for Dwarf Fortress.&amp;quot; --Reasonableman&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are  editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36658</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36658"/>
		<updated>2008-12-27T19:50:18Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Added lots of funny quotes that mysteriously disappeared.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|55}}|{{#expr: ({{rand2|10}}+45)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in cateogory Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;What constitutes &amp;quot;sunday best&amp;quot; for dwarves?  Is that when they actually wipe some of the blood and vomit off their clothes? --Kuli&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, You've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;quot;After I finished the last quest he had for me, he told me 'When you wake up in the morning, go with Bengel Trustbite the Feral Armors.' So now I'm carrying around the body as a backup throwing weapon.&amp;quot; - [[Demonic Gophers]]&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;quot;The wolf's nose has been pierced!&amp;quot;&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;&amp;quot;Domesticating Giant Cave Spiders? Ha ha. Aha haha ha ha. No.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;I mean, how dangerous can an elephant be, anyway?&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;Beware of the Elephant's greatest evolutionary trait: [http://archive.dwarffortresswiki.net/index.php/Talk:Elephant#Stealth_Elephants Stealth].&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;Wolf cancels Breathe: Interrupted by ≡Ash Bolt≡.&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;There's no wrong way to eat a [[Rhesus macaque|Rhesus]].&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;&amp;quot;I started my fortress in preparation for the goblin invasion. To my dismay, they arrived instead with a trade caravan and a friendly wave. I'm thoroughly disappointed in their lack of genocide.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--71--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--72--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--73--&amp;gt;&amp;quot;Oh, you worship Id Taughtletter The Age of Forever? Ha! I killed her last year! Small world!&amp;quot; --Dadamh&lt;br /&gt;
|&amp;lt;!--74--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions. &amp;quot;There! Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--75--&amp;gt;&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;&lt;br /&gt;
|&amp;lt;!--76--&amp;gt;&amp;quot;Hey, you know all those trap components in Fortress mode? You can wield them in Adventurer Mode.  I'm DRILLING THE SHIT out of SKELETONS AND ZOMBIES.&amp;quot;&amp;lt;br /&amp;gt;&amp;quot;You can wield anything in adventurer mode.&amp;quot;&amp;lt;br /&amp;gt;&amp;quot;I CANNOT HEAR YOU OVER THE SOUND OF ME DRILLING HOLES IN ELVES!&amp;quot;&lt;br /&gt;
|&amp;lt;!--77--&amp;gt;&amp;quot;Known bug #780: Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--78--&amp;gt;&amp;quot;Because you can't make beer out of cats. Yet. &amp;quot; --[[User:RomeoFalling]]&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are  editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34747</id>
		<title>40d:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34747"/>
		<updated>2008-11-02T01:05:18Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Updated APERTURE description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).&lt;br /&gt;
&lt;br /&gt;
A creature uses the [[creature tokens#B|BODY creature token]] to list all of the body templates it includes.  Each part listed in each template is then included in the creature.  In other words: a creature lists the ''body templates'' it is made of.  Each ''body template'' contains a set of ''body parts''.  Each ''body part'' specifies which other body part it is attached to.&lt;br /&gt;
&lt;br /&gt;
Body parts can connect specifically to another body part, or generally to any body part of a certain category.  These connections are handled by the CON and CONTYPE body part tokens respectively.&lt;br /&gt;
&lt;br /&gt;
Body parts can be renamed with a ''[[bodygloss]]'', allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.&lt;br /&gt;
&lt;br /&gt;
== Convention ==&lt;br /&gt;
&lt;br /&gt;
The convention in the unmodded raw object data in Dwarf Fortress is to make the centre of mass the core of the creature.  All other body parts then attach to this central mass, or to those body parts that attach to this central mass.  Creating chains of attachments in this fashion produces limbs.&lt;br /&gt;
&lt;br /&gt;
While it is possible to use the CON token to connect to a specific body part ID even if it is in another template, it is convention within the default raw object data to use a CONTYPE if the connected part is in another template, for safety.  Otherwise, a creature must have both templates within its BODY token to prevent unpredictable behaviour when the creature is used during world generation or simulated during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Basic Syntax==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TEMPLATE1]&lt;br /&gt;
 [BP:CORE][UPPERBODY][...]&lt;br /&gt;
 [BP:PART1][CONTYPE:UPPERBODY][...]&lt;br /&gt;
 [BP:PART2][CON:CORE][...]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:FOOBAR:foo:bar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The name of the body template.  Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
* match&lt;br /&gt;
* replacement&lt;br /&gt;
| Replaces all occurrences of &amp;quot;match&amp;quot; in the creature's body parts with &amp;quot;replacement&amp;quot;.  E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any &amp;quot;right leg&amp;quot; to appear as &amp;quot;right tentacle&amp;quot;.  Testing required: would &amp;quot;brain legend&amp;quot; appear as &amp;quot;brain tentacleend&amp;quot;?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Parts==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| An opening in the body. Cannot be gouged out (i.e. in combat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The internal object ID of the body part.  Unlike many other tokens in the game, the id of the BP does not need to be unique throughout all of the raw object files, though it does need to be unique within the BODY it is in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary to breathe.  If the body part is destroyed, the creature can suffocate unless it has the NOBREATHE token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| If this body part is destroyed, the creature will bleed to death?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The specific body part ''object ID'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
| The body part ''token type'' to which this body part attaches. Note that if the creature has more than one body part with that token type each of them will get its own additional body part attached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
| Is a finger/toe.  Unknown effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| The body part is embedded into the body -- it is external, but is not shown until injured.  Compare INTERNAL.  Can be gouged out?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestling|wrestle]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| To be thought of like intestines. Can be disembowelled, causing a slow painful death from heavy bleeding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
|&lt;br /&gt;
| Vital bodypart. If severed, creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows the creature to listen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
| The body part is an internal organ and is not visible until injured.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Can be broken by [[wrestling]] (possibly falling damage in a future version).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
|&lt;br /&gt;
| The body part is usable for [[wrestling]] (i.e. can grab, lock, choke, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
|&lt;br /&gt;
| The body part is another part of the &amp;quot;core&amp;quot; of the creature.  When the lowerbody body part is destroyed, the creature is bisected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
|&lt;br /&gt;
| Allows the creature to eat?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Causes pain when destroyed.  Other effects?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
|&lt;br /&gt;
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks).  May need more testing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKELETON&lt;br /&gt;
|&lt;br /&gt;
| Prevents game code from removing this bodypart when the creature is converted to skeletal undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Reduces chance to hit? Also will cloak body parts much like the [INTERNAL] or the [EMBEDDED] tags will.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows creature to smell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
|&lt;br /&gt;
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse. It also makes the body part act like a foot, and adds toes to the body part. This can be problematic as the body part can be armored by a boot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Necessary for the creature to think.  Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Can be strangled with [[wrestling]] to cause winding, unconsciousness, and eventual death. Strangely, even creatures with the NOBREATHE token can be rendered unconscious (but not dead) by strangulation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| The body part is the &amp;quot;core&amp;quot; of the creature; when the upperbody body part is destroyed, the creature is blown apart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Body Part Types==&lt;br /&gt;
&lt;br /&gt;
Legal token types for use with the Attack Token &amp;quot;BYTYPE&amp;quot; argument or for the Body Token &amp;quot;CONTYPE&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
* APERTURE&lt;br /&gt;
* BREATHE&lt;br /&gt;
* CIRCULATION&lt;br /&gt;
* DIGIT&lt;br /&gt;
* FLIER&lt;br /&gt;
* GRASP&lt;br /&gt;
* GUTS&lt;br /&gt;
* HEAD&lt;br /&gt;
* HEAR&lt;br /&gt;
* JOINT&lt;br /&gt;
* LIMB&lt;br /&gt;
* LOWERBODY&lt;br /&gt;
* MOUTH&lt;br /&gt;
* NERVOUS&lt;br /&gt;
* SMELL&lt;br /&gt;
* STANCE&lt;br /&gt;
* THOUGHT&lt;br /&gt;
* UPPERBODY&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
An [[elephant]] is composed of a large number of body parts, but only includes a small list of templates.  When an elephant asks for the following 15 templates in its CREATURE:ELEPHANT token:&lt;br /&gt;
 [BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&lt;br /&gt;
&lt;br /&gt;
...it gets all of the following 35 body parts:&lt;br /&gt;
&lt;br /&gt;
 QUADRUPED:&lt;br /&gt;
   - upper body&lt;br /&gt;
   - lower body&lt;br /&gt;
   - head&lt;br /&gt;
   - right front leg&lt;br /&gt;
   - left front leg&lt;br /&gt;
   - right front foot&lt;br /&gt;
   - left front foot&lt;br /&gt;
   - right rear leg&lt;br /&gt;
   - left rear leg&lt;br /&gt;
   - right rear foot&lt;br /&gt;
   - left rear foot&lt;br /&gt;
 TAIL:&lt;br /&gt;
   - tail&lt;br /&gt;
 2EYES:&lt;br /&gt;
   - right eye&lt;br /&gt;
   - left eye&lt;br /&gt;
 2EARS:&lt;br /&gt;
   - right ear&lt;br /&gt;
   - left ear&lt;br /&gt;
 TRUNK:&lt;br /&gt;
   - trunk&lt;br /&gt;
 2LUNGS:&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
 HEART:&lt;br /&gt;
   - heart&lt;br /&gt;
 GUTS:&lt;br /&gt;
   - guts&lt;br /&gt;
 ORGANS:&lt;br /&gt;
   - liver&lt;br /&gt;
   - stomach&lt;br /&gt;
   - pancreas&lt;br /&gt;
   - spleen&lt;br /&gt;
   - right kidney&lt;br /&gt;
   - left kidney&lt;br /&gt;
 THROAT:&lt;br /&gt;
   - throat&lt;br /&gt;
 NECK:&lt;br /&gt;
   - neck&lt;br /&gt;
 SPINE:&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - lower spine&lt;br /&gt;
 BRAIN:&lt;br /&gt;
   - brain&lt;br /&gt;
 MOUTH:&lt;br /&gt;
   - mouth&lt;br /&gt;
 2TUSKS:&lt;br /&gt;
   - right tusk&lt;br /&gt;
   - left tusk&lt;br /&gt;
&lt;br /&gt;
The body part tree of the elephant, after connections are made, is as follows:&lt;br /&gt;
&lt;br /&gt;
 + upper body&lt;br /&gt;
   - heart&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
   + head&lt;br /&gt;
     - brain&lt;br /&gt;
     - mouth&lt;br /&gt;
     - trunk&lt;br /&gt;
     - right tusk&lt;br /&gt;
     - left tusk&lt;br /&gt;
     - right eye&lt;br /&gt;
     - left eye&lt;br /&gt;
     - right ear&lt;br /&gt;
     - left ear&lt;br /&gt;
     - neck&lt;br /&gt;
     - throat&lt;br /&gt;
   + right front leg&lt;br /&gt;
     - right front foot&lt;br /&gt;
   + left front leg&lt;br /&gt;
     - left front foot&lt;br /&gt;
   + lower body&lt;br /&gt;
     - lower spine&lt;br /&gt;
     - guts&lt;br /&gt;
     - tail&lt;br /&gt;
     - liver&lt;br /&gt;
     - stomach&lt;br /&gt;
     - pancreas&lt;br /&gt;
     - spleen&lt;br /&gt;
     - right kidney&lt;br /&gt;
     - left kidney&lt;br /&gt;
     + right rear leg&lt;br /&gt;
       - right rear foot&lt;br /&gt;
     + left rear leg&lt;br /&gt;
       - left rear foot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Body_token&amp;diff=45603</id>
		<title>40d Talk:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Body_token&amp;diff=45603"/>
		<updated>2008-11-02T01:03:47Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: New page: According to an old dev log, [APERTURE] means it can't be gouged out (to prevent mouths from falling off). Updating the wiki description. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to an old dev log, [APERTURE] means it can't be gouged out (to prevent mouths from falling off). Updating the wiki description. --[[User:Untelligent|Untelligent]] 21:03, 1 November 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36600</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36600"/>
		<updated>2008-09-24T02:50:58Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Changed the number at the top to reflect the new amount of quotes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|58}}|{{#expr: ({{rand2|10}}+48)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;&amp;quot;DF taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--41--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;It would be incredibly difficult and probably wouldn't work... In other words, it is absolutely Dwarven!&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;&amp;quot;After I finished the last quest he had for me, he told me 'When you wake up in the morning, go with Bengel Trustbite the Feral Armors.' So now I'm carrying around the body as a backup throwing weapon.&amp;quot; - [[Demonic Gophers]]&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;&amp;quot;The wolf's nose has been pierced!&amp;quot;&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;&amp;quot;Domesticating Giant Cave Spiders? Ha ha. Aha haha ha ha. No.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;I mean, how dangerous can an elephant be, anyway?&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Beware of the Elephant's greatest evolutionary trait: [http://archive.dwarffortresswiki.net/index.php/Talk:Elephant#Stealth_Elephants Stealth].&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;Wolf cancels Breathe: Interrupted by ≡Ash Bolt≡.&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;There's no wrong way to eat a [[Rhesus macaque|Rhesus]].&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;&amp;quot;I started my fortress in preparation for the goblin invasion. To my dismay, they arrived instead with a trade caravan and a friendly wave. I'm thoroughly disappointed in their lack of genocide.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36599</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36599"/>
		<updated>2008-09-24T02:49:34Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Re-added many removed quotes that I found funny. Also, soap bridge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|44}}|{{#expr: ({{rand2|10}}+34)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;&amp;quot;DF taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--41--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;It would be incredibly difficult and probably wouldn't work... In other words, it is absolutely Dwarven!&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;&amp;quot;After I finished the last quest he had for me, he told me 'When you wake up in the morning, go with Bengel Trustbite the Feral Armors.' So now I'm carrying around the body as a backup throwing weapon.&amp;quot; - [[Demonic Gophers]]&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;&amp;quot;The wolf's nose has been pierced!&amp;quot;&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;&amp;quot;Domesticating Giant Cave Spiders? Ha ha. Aha haha ha ha. No.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;I mean, how dangerous can an elephant be, anyway?&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Beware of the Elephant's greatest evolutionary trait: [http://archive.dwarffortresswiki.net/index.php/Talk:Elephant#Stealth_Elephants Stealth].&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;Wolf cancels Breathe: Interrupted by ≡Ash Bolt≡.&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;There's no wrong way to eat a [[Rhesus macaque|Rhesus]].&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;&amp;quot;I started my fortress in preparation for the goblin invasion. To my dismay, they arrived instead with a trade caravan and a friendly wave. I'm thoroughly disappointed in their lack of genocide.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21464</id>
		<title>40d:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Color&amp;diff=21464"/>
		<updated>2008-09-13T18:00:27Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Separated the dye color tokens from the new &amp;quot;interesting effects&amp;quot; section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Color]] is used to express various information, from a dwarf's profession, over the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
You may be looking for [[Color schemes]], which contains color schemes different from DF's default.&lt;br /&gt;
&lt;br /&gt;
== Modding color ==&lt;br /&gt;
&lt;br /&gt;
Various moddable files use one of the the two color definitions below.&lt;br /&gt;
&lt;br /&gt;
=== Color flags ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:foreground:background:brightness] flag. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
The following colors can be displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another flag, e.g. the last three arguments of &amp;lt;code&amp;gt;[EXTRACT:golden salve:6:0:1]&amp;lt;/code&amp;gt; express the color yellow on black.&lt;br /&gt;
&lt;br /&gt;
There's also a one-argument form of the &amp;lt;code&amp;gt;COLOR&amp;lt;/code&amp;gt; flag used to define the color of gems. In that case the argument is the foreground color, the background color is variable and the brightness of gems is always 1.&lt;br /&gt;
&lt;br /&gt;
===Interesting Color Effects===&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
Setting the value of the foreground or background color to anything from 8 to 15, with the brightness value at Zero, appears to set it to the same colors of the &amp;quot;standard&amp;quot; values of 0-7, in the same order. However, the brightness value will effectively be Nonzero. Although this may not seem very interesting at first, it also applies to background color, meaning that you can use this trick to give the background a &amp;quot;bright&amp;quot; color, which is not possible using the standard values.&lt;br /&gt;
&lt;br /&gt;
Setting the foreground or background color to 8-15 and setting the brightness to Nonzero has unusual effects that appear to affect both colors, even if one of them is a &amp;quot;standard&amp;quot; value.&lt;br /&gt;
&lt;br /&gt;
====Values higher than 15:====&lt;br /&gt;
&lt;br /&gt;
Setting the foreground value to anything higher than 15 has an odd effect. It changes the set color to match the same color of the ground the creature is standing on. This means that if the creature's foreground color is set to 16 and the creature is standing on black sand, then their tile will turn the color black to match the sand.&lt;br /&gt;
&lt;br /&gt;
Setting the background value has the same effect, but since almost all (if not all) walkable tiles have a black background, the creature's background will probably be black in all cases except on the unit list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: setting the brightness value to anything other than 0 or 1 appears to act as 1. This is probably because it only checks for zero or nonzero numbers.&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
[[Dye]]s do not use color flags, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[MILL_DYE:EMERALD]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 215, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 215&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_token&amp;diff=13776</id>
		<title>40d:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_token&amp;diff=13776"/>
		<updated>2008-09-06T01:48:26Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Added a link to the aforementioned matgloss tokens page so people looking for them don't get confused.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are to be used with certain [[Creature Tokens]] (such as ITEMCORPSE) as well as in [[Reactions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An item is described by four tokens, as such:&lt;br /&gt;
&lt;br /&gt;
 [&amp;lt;whatever is asking for the token&amp;gt;:TYPE:SUBTYPE:MATERIAL:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
==Item type tokens==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| SMALLGEM || Cut gemstones usable in jeweler's workshop&lt;br /&gt;
|-&lt;br /&gt;
| BLOCKS || Blocks of any kind&lt;br /&gt;
|-&lt;br /&gt;
| ROUGH || Raw gemstones&lt;br /&gt;
|-&lt;br /&gt;
| STONE || Raw mined stone&lt;br /&gt;
|-&lt;br /&gt;
| WOOD || Wooden logs&lt;br /&gt;
|-&lt;br /&gt;
| DOOR || Doors&lt;br /&gt;
|-&lt;br /&gt;
| FLOODGATE || Floodgates&lt;br /&gt;
|-&lt;br /&gt;
| BED || Beds&lt;br /&gt;
|-&lt;br /&gt;
| CHAIR || Chairs and thrones&lt;br /&gt;
|-&lt;br /&gt;
| CHAIN || Chains and ropes&lt;br /&gt;
|-&lt;br /&gt;
| FLASK || Flasks&lt;br /&gt;
|-&lt;br /&gt;
| GOBLET || Goblets&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT || Musical instruments&lt;br /&gt;
|-&lt;br /&gt;
| TOY || Toys&lt;br /&gt;
|-&lt;br /&gt;
| WINDOW || &lt;br /&gt;
|-&lt;br /&gt;
| CAGE || Cages&lt;br /&gt;
|-&lt;br /&gt;
| BARREL || Barrels&lt;br /&gt;
|-&lt;br /&gt;
| BUCKET || Buckets&lt;br /&gt;
|-&lt;br /&gt;
| ANIMALTRAP || Traps for animals&lt;br /&gt;
|-&lt;br /&gt;
| TABLE || Tables&lt;br /&gt;
|-&lt;br /&gt;
| COFFIN || Coffins and caskets&lt;br /&gt;
|-&lt;br /&gt;
| STATUE || Statues&lt;br /&gt;
|-&lt;br /&gt;
| CORPSE || Dead things&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON || Weapons&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR || Armor&lt;br /&gt;
|-&lt;br /&gt;
| SHOES || Shoes&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD || Shields&lt;br /&gt;
|-&lt;br /&gt;
| HELM || Hats&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES || Gloves&lt;br /&gt;
|-&lt;br /&gt;
| BOX || Chests, coffers, and boxes&lt;br /&gt;
|-&lt;br /&gt;
| BIN || Bins&lt;br /&gt;
|-&lt;br /&gt;
| SAND || Sand&lt;br /&gt;
|-&lt;br /&gt;
| ARMORSTAND || Armor stands&lt;br /&gt;
|-&lt;br /&gt;
| WEAPONRACK || Weapon racks&lt;br /&gt;
|-&lt;br /&gt;
| CABINET || Cabinets&lt;br /&gt;
|-&lt;br /&gt;
| FIGURINE || &lt;br /&gt;
|-&lt;br /&gt;
| AMULET || Amulets&lt;br /&gt;
|-&lt;br /&gt;
| SCEPTER || Scepters&lt;br /&gt;
|-&lt;br /&gt;
| AMMO || Ammunition for hand-held weapons&lt;br /&gt;
|-&lt;br /&gt;
| CROWN || Crowns&lt;br /&gt;
|-&lt;br /&gt;
| RING || Rings&lt;br /&gt;
|-&lt;br /&gt;
| EARRING || Earrings&lt;br /&gt;
|-&lt;br /&gt;
| BRACELET || Bracelets&lt;br /&gt;
|-&lt;br /&gt;
| GEM || Large gems&lt;br /&gt;
|-&lt;br /&gt;
| ANVIL || Anvils&lt;br /&gt;
|-&lt;br /&gt;
| CORPSEPIECE || Body parts&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS || Dead vermin bodies&lt;br /&gt;
|-&lt;br /&gt;
| MEAT || Butchered meat&lt;br /&gt;
|-&lt;br /&gt;
| FISH || Prepared fish&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAW || Unprepared fish&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN || &lt;br /&gt;
|-&lt;br /&gt;
| PET || &lt;br /&gt;
|-&lt;br /&gt;
| SEEDS || Seeds from plants&lt;br /&gt;
|-&lt;br /&gt;
| PLANT || Plants&lt;br /&gt;
|-&lt;br /&gt;
| SKIN_RAW || Untanned skins&lt;br /&gt;
|-&lt;br /&gt;
| SKIN_TANNED || Tanned skins&lt;br /&gt;
|-&lt;br /&gt;
| BONES || Bones from critters&lt;br /&gt;
|-&lt;br /&gt;
| SHELL || Shells from critters that have them&lt;br /&gt;
|-&lt;br /&gt;
| LEAVES || Leaves from certain plants after processing&lt;br /&gt;
|-&lt;br /&gt;
| THREAD || Thread gathered from webs or made at the farmer's workshop&lt;br /&gt;
|-&lt;br /&gt;
| CLOTH || Cloth made at the loom&lt;br /&gt;
|-&lt;br /&gt;
| TOTEM || Totems&lt;br /&gt;
|-&lt;br /&gt;
| SKULL || Skulls of dead critters&lt;br /&gt;
|-&lt;br /&gt;
| PANTS || Pants&lt;br /&gt;
|-&lt;br /&gt;
| BACKPACK || Backpacks&lt;br /&gt;
|-&lt;br /&gt;
| QUIVER || Quivers&lt;br /&gt;
|-&lt;br /&gt;
| CATAPULTPARTS || Catapult parts&lt;br /&gt;
|-&lt;br /&gt;
| BALLISTAPARTS || Ballista parts&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO || Siege ammo&lt;br /&gt;
|-&lt;br /&gt;
| BALLISTARROWHEAD || Arrow heads for ballista bolts&lt;br /&gt;
|-&lt;br /&gt;
| TRAPPARTS || Mechanisms&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP || Weapons for traps only.&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT || Extracts from certain plants and creatures.&lt;br /&gt;
|-&lt;br /&gt;
| POTION || &lt;br /&gt;
|-&lt;br /&gt;
| DRINK || &lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC || &lt;br /&gt;
|-&lt;br /&gt;
| CHEESE || Cheeses&lt;br /&gt;
|-&lt;br /&gt;
| FOOD || Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC || &lt;br /&gt;
|-&lt;br /&gt;
| COIN || Coins&lt;br /&gt;
|-&lt;br /&gt;
| GLOB || &lt;br /&gt;
|-&lt;br /&gt;
| ROCK || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item subtype tokens==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUBTYPE || No specific subtype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material tokens==&lt;br /&gt;
&lt;br /&gt;
The material tokens have been moved to the new [[Matgloss tokens]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=37002</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=37002"/>
		<updated>2008-08-24T18:08:04Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Fixed something about POWER religions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers go upward.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.  The entity must have a ADVENTURE_TIER token for this to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity.&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected by worldgen creatures.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to always use the words in these SYM sets.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more stones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more types of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more gems.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| Entity can be used to make the undead in ruins.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. &lt;br /&gt;
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader this profession, uses tileset professions.&lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| sets the civ's view of certain behaviors, from capital punishment to completely acceptable&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| makes the civ accept tribute from conquered sites?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| the civ will send out these sorts of adventurers in worldgen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| Heads on pikes, possible others?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| will not attack wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment (obsolete)&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Will not buy animal based items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_TREES&lt;br /&gt;
|&lt;br /&gt;
| Will not buy wooden items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to invade your fortress if angered.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Determines if inside farms will be generated for civ towns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Determines if outside farms will be generated for civ towns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Has a preference for weak metals. (copper)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
| No longer used.  Formerly used to keep kobolds under control. [v0.28.181.39f]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6670</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6670"/>
		<updated>2008-08-22T18:45:36Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Added # to the aforementioned Stingrays and Giant Cave spiders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
&lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages.&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| Lobster*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenet [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&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;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6669</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6669"/>
		<updated>2008-08-22T18:44:51Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Added Stingrays and Giant Cave Spiders to the list of tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
&lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages.&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| Lobster*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenet [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&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;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34773</id>
		<title>40d Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34773"/>
		<updated>2008-08-19T22:32:40Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page expansion ==&lt;br /&gt;
&lt;br /&gt;
I want to explore the reaction mechanisms further so I'm going to be gathering information from the forum and other pages on the wiki and linking it to the talk page to have a nice list put together for information sources. --[[User:Ikkonoishi|Ikkonoishi]] 12:51, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Reactions can produce other items besides metal and stones.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000101&lt;br /&gt;
&lt;br /&gt;
Using Plants as materials.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000051&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
just tested and confirmed that you can add reaction tags.  testing if multiple reaction tags can be added to one items now.  &lt;br /&gt;
&lt;br /&gt;
adding to flint&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:178]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEDIMENTARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[REACTION_CLASS:TEST]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:9999]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and adding a new reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_MAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make steel from test flag]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:TEST]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gives out 2 bars of steel bars  --[[User:Shadetree|Shadetree]] 23:29, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pets? ===&lt;br /&gt;
I notice one of the entries for item tokens is PET. Is it possible to smelt animals? Can I have a smelter pop out a swarm of giant eagles? [[User:Rkyeun|Rkyeun]] 22:26, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. Well, technically you can, but it'll pop out as a swarm of tiny vermin instead of a flock of killer birds. --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
In the August 12th dev log (which eventually became part of 40a), Toady mentioned that reactions for several items, notably &amp;quot;plants to bones to extracts etc.&amp;quot; are fully supported now (as opposed to making the material number the same as the number of the plant). Can someone find the correct syntax for such reactions? --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34772</id>
		<title>40d Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34772"/>
		<updated>2008-08-19T22:32:00Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page expansion ==&lt;br /&gt;
&lt;br /&gt;
I want to explore the reaction mechanisms further so I'm going to be gathering information from the forum and other pages on the wiki and linking it to the talk page to have a nice list put together for information sources. --[[User:Ikkonoishi|Ikkonoishi]] 12:51, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Reactions can produce other items besides metal and stones.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000101&lt;br /&gt;
&lt;br /&gt;
Using Plants as materials.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000051&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
just tested and confirmed that you can add reaction tags.  testing if multiple reaction tags can be added to one items now.  &lt;br /&gt;
&lt;br /&gt;
adding to flint&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:178]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEDIMENTARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[REACTION_CLASS:TEST]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:9999]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and adding a new reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_MAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make steel from test flag]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:TEST]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gives out 2 bars of steel bars  --[[User:Shadetree|Shadetree]] 23:29, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pets? ===&lt;br /&gt;
I notice one of the entries for item tokens is PET. Is it possible to smelt animals? Can I have a smelter pop out a swarm of giant eagles? [[User:Rkyeun|Rkyeun]] 22:26, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. Well, technically you can, but it'll pop out as a swarm of tiny vermin instead of a flock of killer birds. --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
In the August 12th dev log (which eventually became part of 40a), Toady mentioned that reactions for several items, notably &amp;quot;plants to bones to extracts etc.&amp;quot; are fully supported now (as opposed to making the material number the same as the number of the plant). Can someone find the correct syntax for such reactions?&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34740</id>
		<title>40d:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34740"/>
		<updated>2008-08-19T17:07:31Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: Verifying that DIGIT is a valid token for BYTYPE.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).&lt;br /&gt;
&lt;br /&gt;
A creature uses the [[creature tokens#B|BODY creature token]] to list all of the body templates it includes.  Each part listed in each template is then included in the creature.  In other words: a creature lists the ''body templates'' it is made of.  Each ''body template'' contains a set of ''body parts''.  Each ''body part'' specifies which other body part it is attached to.&lt;br /&gt;
&lt;br /&gt;
Body parts can connect specifically to another body part, or generally to any body part of a certain category.  These connections are handled by the CON and CONTYPE body part tokens respectively.&lt;br /&gt;
&lt;br /&gt;
Body parts can be renamed with a ''[[bodygloss]]'', allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.&lt;br /&gt;
&lt;br /&gt;
== Convention ==&lt;br /&gt;
&lt;br /&gt;
The convention in the unmodded raw object data in Dwarf Fortress is to make the centre of mass the core of the creature.  All other body parts then attach to this central mass, or to those body parts that attach to this central mass.  Creating chains of attachments in this fashion produces limbs.&lt;br /&gt;
&lt;br /&gt;
While it is possible to use the CON token to connect to a specific body part ID even if it is in another template, it is convention within the default raw object data to use a CONTYPE if the connected part is in another template, for safety.  Otherwise, a creature must have both templates within its BODY token to prevent unpredictable behaviour when the creature is used during world generation or simulated during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Basic Syntax==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TEMPLATE1]&lt;br /&gt;
 [BP:CORE][UPPERBODY][...]&lt;br /&gt;
 [BP:PART1][CONTYPE:UPPERBODY][...]&lt;br /&gt;
 [BP:PART2][CON:CORE][...]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:FOOBAR:foo:bar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The name of the body template.  Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
* match&lt;br /&gt;
* replacement&lt;br /&gt;
| Replaces all occurrences of &amp;quot;match&amp;quot; in the creature's body parts with &amp;quot;replacement&amp;quot;.  E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any &amp;quot;right leg&amp;quot; to appear as &amp;quot;right tentacle&amp;quot;.  Testing required: would &amp;quot;brain legend&amp;quot; appear as &amp;quot;brain tentacleend&amp;quot;?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Parts==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  An opening in the body, apparently, but no known purpose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The internal object ID of the body part.  Unlike many other tokens in the game, the id of the BP does not need to be unique throughout all of the raw object files, though it does need to be unique within the BODY it is in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary to breathe.  If the body part is destroyed, the creature can suffocate unless it has the NOBREATHE token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| If this body part is destroyed, the creature will bleed to death?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The specific body part ''object ID'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
| The body part ''token type'' to which this body part attaches. Note that if the creature has more than one body part with that token type each of them will get its own additional body part attached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
| Is a finger/toe.  Unknown effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| The body part is embedded into the body -- it is external, but is not shown until injured.  Compare INTERNAL.  Can be gouged out?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestling|wrestle]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| Can be disembowelled?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
|&lt;br /&gt;
| Vital bodypart. If severed, creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows the creature to listen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
| The body part is an internal organ and is not visible until injured.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Can be broken by [[wrestling]] (possibly falling damage in a future version).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
|&lt;br /&gt;
| The body part is usable for [[wrestling]] (i.e. can grab, lock, choke, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
|&lt;br /&gt;
| The body part is another part of the &amp;quot;core&amp;quot; of the creature.  When the lowerbody body part is destroyed, the creature is bisected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
|&lt;br /&gt;
| Allows the creature to eat?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Causes pain when destroyed.  Other effects?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
|&lt;br /&gt;
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks).  May need more testing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKELETON&lt;br /&gt;
|&lt;br /&gt;
| Prevents game code from removing this bodypart when the creature is converted to skeletal undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Reduces chance to hit?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows creature to smell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
|&lt;br /&gt;
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse. It also makes the body part act like a foot, and adds toes to the body part. This can be problematic as the body part can be armored by a boot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Necessary for the creature to think.  Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Can be strangled with [[wrestling]] to cause winding, unconsciousness, and eventual death. Strangely, even creatures with the NOBREATHE token can be rendered unconscious (but not dead) by strangulation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| The body part is the &amp;quot;core&amp;quot; of the creature; when the upperbody body part is destroyed, the creature is blown apart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Body Part Types==&lt;br /&gt;
&lt;br /&gt;
Legal token types for use with the Attack Token &amp;quot;BYTYPE&amp;quot; argument or for the Body Token &amp;quot;CONTYPE&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
* APERTURE&lt;br /&gt;
* BREATHE{{verify}}&lt;br /&gt;
* CIRCULATION{{verify}}&lt;br /&gt;
* DIGIT&lt;br /&gt;
* FLIER{{verify}}&lt;br /&gt;
* GRASP&lt;br /&gt;
* GUTS{{verify}}&lt;br /&gt;
* HEAD&lt;br /&gt;
* HEAR{{verify}}&lt;br /&gt;
* JOINT{{verify}}&lt;br /&gt;
* LIMB{{verify}}&lt;br /&gt;
* LOWERBODY&lt;br /&gt;
* MOUTH&lt;br /&gt;
* NERVOUS{{verify}}&lt;br /&gt;
* SMELL&lt;br /&gt;
* STANCE&lt;br /&gt;
* THOUGHT&lt;br /&gt;
* UPPERBODY&lt;br /&gt;
&lt;br /&gt;
Entries suffixed with &amp;quot;Verify&amp;quot; have not yet been tested and are included based on reasonable assumption.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
An [[elephant]] is comprised of a large number of body parts, but only includes a small list of templates.  When an elephant asks for the following 15 templates in its CREATURE:ELEPHANT token:&lt;br /&gt;
 [BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&lt;br /&gt;
&lt;br /&gt;
...it gets all of the following 35 body parts:&lt;br /&gt;
&lt;br /&gt;
 QUADRUPED:&lt;br /&gt;
   - upper body&lt;br /&gt;
   - lower body&lt;br /&gt;
   - head&lt;br /&gt;
   - right front leg&lt;br /&gt;
   - left front leg&lt;br /&gt;
   - right front foot&lt;br /&gt;
   - left front foot&lt;br /&gt;
   - right rear leg&lt;br /&gt;
   - left rear leg&lt;br /&gt;
   - right rear foot&lt;br /&gt;
   - left rear foot&lt;br /&gt;
 TAIL:&lt;br /&gt;
   - tail&lt;br /&gt;
 2EYES:&lt;br /&gt;
   - right eye&lt;br /&gt;
   - left eye&lt;br /&gt;
 2EARS:&lt;br /&gt;
   - right ear&lt;br /&gt;
   - left ear&lt;br /&gt;
 TRUNK:&lt;br /&gt;
   - trunk&lt;br /&gt;
 2LUNGS:&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
 HEART:&lt;br /&gt;
   - heart&lt;br /&gt;
 GUTS:&lt;br /&gt;
   - guts&lt;br /&gt;
 ORGANS:&lt;br /&gt;
   - liver&lt;br /&gt;
   - stomach&lt;br /&gt;
   - pancreas&lt;br /&gt;
   - spleen&lt;br /&gt;
   - right kidney&lt;br /&gt;
   - left kidney&lt;br /&gt;
 THROAT:&lt;br /&gt;
   - throat&lt;br /&gt;
 NECK:&lt;br /&gt;
   - neck&lt;br /&gt;
 SPINE:&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - lower spine&lt;br /&gt;
 BRAIN:&lt;br /&gt;
   - brain&lt;br /&gt;
 MOUTH:&lt;br /&gt;
   - mouth&lt;br /&gt;
 2TUSKS:&lt;br /&gt;
   - right tusk&lt;br /&gt;
   - left tusk&lt;br /&gt;
&lt;br /&gt;
The body part tree of the elephant, after connections are made, is as follows:&lt;br /&gt;
&lt;br /&gt;
 + upper body&lt;br /&gt;
   - heart&lt;br /&gt;
   - upper spine&lt;br /&gt;
   - right lung&lt;br /&gt;
   - left lung&lt;br /&gt;
   + head&lt;br /&gt;
     - brain&lt;br /&gt;
     - mouth&lt;br /&gt;
     - trunk&lt;br /&gt;
     - right tusk&lt;br /&gt;
     - left tusk&lt;br /&gt;
     - right eye&lt;br /&gt;
     - left eye&lt;br /&gt;
     - right ear&lt;br /&gt;
     - left ear&lt;br /&gt;
     - neck&lt;br /&gt;
     - throat&lt;br /&gt;
   + right front leg&lt;br /&gt;
     - right front foot&lt;br /&gt;
   + left front leg&lt;br /&gt;
     - left front foot&lt;br /&gt;
   + lower body&lt;br /&gt;
     - lower spine&lt;br /&gt;
     - guts&lt;br /&gt;
     - tail&lt;br /&gt;
     - liver&lt;br /&gt;
     - stomach&lt;br /&gt;
     - pancreas&lt;br /&gt;
     - spleen&lt;br /&gt;
     - right kidney&lt;br /&gt;
     - left kidney&lt;br /&gt;
     + right rear leg&lt;br /&gt;
       - right rear foot&lt;br /&gt;
     + left rear leg&lt;br /&gt;
       - left rear foot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1222</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1222"/>
		<updated>2008-08-06T00:00:14Z</updated>

		<summary type="html">&lt;p&gt;Untelligent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 auto; border-spacing: 1em&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.}}&lt;br /&gt;
{{Quote Box|&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;}}&lt;br /&gt;
{{Quote Box|Toady has created a masterpiece!}}&lt;br /&gt;
{{Quote Box|Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?}}&lt;br /&gt;
{{Quote Box|Do these +narrow chimpanzee leather trousers+ make me look fat?}}&lt;br /&gt;
{{Quote Box|This wiki menaces with spikes of bread.}}&lt;br /&gt;
{{Quote Box|I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.}}&lt;br /&gt;
{{Quote Box|&amp;quot;This is why artificial intelligences won't be taking over the world within the next ten years or so: NORMAL people don't have to be TOLD not to milk a cow that's on fire!&amp;quot;&amp;lt;br&amp;gt; - [[Sowelu ]]}}&lt;br /&gt;
{{Quote Box|Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...}}&lt;br /&gt;
{{Quote Box|&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot;&amp;lt;br&amp;gt; - [[Toady One]]}}&lt;br /&gt;
{{Quote Box|&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.&amp;lt;br&amp;gt;-[[Toady One]]}}&lt;br /&gt;
{{Quote Box|How to Control your Pets: It's no coincidence that 'kittens' rhymes with 'mittens'...}}&lt;br /&gt;
{{Quote Box|Rock nut is a plant.  You can't &amp;quot;tame&amp;quot; it.}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!}}&lt;br /&gt;
{{Quote Box|Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].}}&lt;br /&gt;
{{Quote Box|Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]}}&lt;br /&gt;
{{Quote Box|[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!}}&lt;br /&gt;
{{Quote Box|[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!}}&lt;br /&gt;
{{Quote Box|[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!}}&lt;br /&gt;
{{Quote Box|[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].}}&lt;br /&gt;
{{Quote Box|Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].}}&lt;br /&gt;
{{Quote Box|The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?}}&lt;br /&gt;
{{Quote Box|Dev Notes''':''' Stopped booze food from melting, even though it probably should}}&lt;br /&gt;
{{Quote Box|&amp;quot;It was a funny bug -- it would just pick the first living unit in the civilization's list, regardless of what their qualifications were, drag them out of their town, and have them show up at your fortress, without actually letting them be the king.&amp;quot; -[[Toady One]]}}&lt;br /&gt;
{{Quote Box|Wolf cancels Breathe: Interrupted by &amp;lt;br&amp;gt;≡Ash Bolt≡.}}&lt;br /&gt;
{{Quote Box| Who knew bridges could be such incredible killing machines?}}&lt;br /&gt;
{{Quote Box|Breeding is difficult when your genitalia fell off years ago.}}&lt;br /&gt;
{{Quote Box|Snodub was the only person in the history of the world to have &amp;quot;Chunky&amp;quot; in her name.&amp;lt;br&amp;gt;-[[Toady One]]}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.}}&lt;br /&gt;
{{Quote Box|“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”}}&lt;br /&gt;
{{Quote Box|Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].}}&lt;br /&gt;
{{Quote Box|&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.}}&lt;br /&gt;
{{Quote Box|Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.}}&lt;br /&gt;
{{Quote Box|Booze does all the work in forts. Dwarves are just booze exoskeletons.}}&lt;br /&gt;
{{Quote Box|My unconscious and bleeding [[mayor]] just mandated the construction of some goods.}}&lt;br /&gt;
{{Quote Box|Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;-[[Toady One]]}}&lt;br /&gt;
{{Quote Box|&amp;quot;Dwarves are strange creatures who balance out at &amp;quot;happy&amp;quot; because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;quot;&amp;lt;br&amp;gt;-[[shadow_archmagi]]}}&lt;br /&gt;
{{Quote Box|Here we have a link to amusing quotes and important advice in the [[Main Page/Quote Archive|Quote Archive]], all of which are more important and/or funny than this one.}}&lt;br /&gt;
{{Quote Box|[FIREIMMUNE] makes them think that [[magma]] is safe, but it doesn't actually make them fireproof. This can lead to some rather interesting results.}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|I can just imagine a wagon throwing a tantrum and tossing all its contents at people.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King}}&lt;br /&gt;
{{Quote Box|'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.}}&lt;br /&gt;
{{Quote Box|If in doubt, [[fluid|flood]] the fort!}}&lt;br /&gt;
{{Quote Box|Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.}}&lt;br /&gt;
{{Quote Box|Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;}}&lt;br /&gt;
{{Quote Box|Only you can prevent fortress fires.}}&lt;br /&gt;
{{Quote Box|On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''}}&lt;br /&gt;
{{Quote Box|'Leader' Igëratìr, Clerk has created Razuk Lanzil, an Obsidian Crown!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-&amp;quot;I think the leader business is getting to his head!}}&lt;br /&gt;
{{Quote Box|If cow cheese is made from cow's milk, what is dwarven cheese made of?}}&lt;br /&gt;
{{Quote Box|&amp;quot;Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.&amp;quot;}}&lt;br /&gt;
{{Quote Box|The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...}}&lt;br /&gt;
{{Quote Box|M.C. Hammerer.&amp;lt;br&amp;gt;&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;What? B-but I didn't-&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;&amp;quot;CAN'T TOUCH THIS!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;&amp;quot;CAN'T TOUCH THAT!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;Etc...}}&lt;br /&gt;
{{Quote Box|&amp;quot;What happened in 1048?&amp;quot; &amp;lt;br /&amp;gt;&amp;quot;&amp;lt;i&amp;gt;Jreengus&amp;lt;/i&amp;gt; occurred.&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;Well, that goblin master lasher was nice to my dwarf, in a way - he handed the guy a ballgag before the lashings began...&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;Does not the book of Armok state that &amp;quot;thou shalt not covet thy neighbours burning trousers, for he who does shall surely perish in flames?&amp;quot;}}&lt;br /&gt;
&amp;lt;!-- WAIT A MOMENT! Don't at another quote here. Look at the title! This is the archive. It's nothing but old stuff.  Instead, add your quote to this page: http://www.dwarffortresswiki.net/index.php/Main_Page/Quote --!&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Untelligent</name></author>
	</entry>
</feed>