<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zardus</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=Zardus"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Zardus"/>
	<updated>2026-06-03T22:55:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23305</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23305"/>
		<updated>2009-02-26T10:09:27Z</updated>

		<summary type="html">&lt;p&gt;Zardus: /* Inverting a Lever */  simpler solution?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== floodgates vs. doors misinformation? ==&lt;br /&gt;
&amp;quot;''Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that doors can't be closed while flooded.  They work as described for opening via lever, but cannot close when blocked by water or creatures.&lt;br /&gt;
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)&lt;br /&gt;
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)&lt;br /&gt;
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
Doesn't the delay come from the floodgate grinding to close the water/magma channel/tunnel compared to a door slamming shut right away? --[[User:Karpatius|Karp]] 08:51, 31 October 2008 (EDT)&lt;br /&gt;
:That is what it is meant to simulate.  Like people mentioned above, though, Toady's said that doors shouldn't work as well as floodgates, so in some later version your doors will probably leak. --[[User:ThunderClaw|ThunderClaw]] 10:09, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. [[Outside|Read The Wiki]]. Really. Read it. No, really, click on that link. --[[User:Savok|Savok]] 19:57, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposed addition: Mechanism sequence ==&lt;br /&gt;
&lt;br /&gt;
Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).&amp;lt;br&amp;gt;&lt;br /&gt;
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm also assuming the same is usefull for grates and bars. --[[User:Nonickch]], unsigned&lt;br /&gt;
&lt;br /&gt;
:There is some lower-down text that tells you which mechanism goes in where. --[[User:Savok|Savok]] 08:30, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding Links ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -[[User:Fuzzy|Fuzzy]] 00:43, 6 September 2008 (EDT)&lt;br /&gt;
:AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.&lt;br /&gt;
:eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.&lt;br /&gt;
:This would be a really good feature if it was implemented.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 09:55, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Right now your best way to remember what lever does what is to build a reference behind the lever as a reminder: a one-tile bridge behind the&amp;lt;br /&amp;gt;&amp;quot;front door/bridge&amp;quot; lever, a support behind the &amp;quot;collapse the mountain&amp;quot; lever and so forth... or write down what does what on paper.&amp;lt;br /&amp;gt;Even naming levers would be useful but for now you need the &amp;quot;references.&amp;quot; -[[User:Karpatius|Karp]] 06:10, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Max number of links? ==&lt;br /&gt;
&lt;br /&gt;
''Is there a limit to the amount of objects that can be linked to a lever?''--[[User:Thendash|Thendash]] 22:56, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speeding the job of linking ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -[[User:Fuzzy|Fuzzy]] 15:48, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. [[User:Timst|Timst]] 19:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the &amp;quot;something&amp;quot;, then spend time working on both the lever and the &amp;quot;something&amp;quot;, all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- [[User:Qwip|Qwip]] 16:42, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The catch, so far, is figuring out the &amp;quot;unique&amp;quot; mechanisms in the list. Short of making sure that that stockpile is the only one that carries Schist Mechanisms or something similar... Unlike the other &amp;quot;pick an item&amp;quot; lists, you can't specify a sort and there's nothing zooming you to the item that you will use. On a mildly unrelated note, I realized that part of the reason for my delay was that I was building large amounts of stone traps, so the nearest mechanism that was not already tied up in a trap building job was quote some distance away. I had this problem with the nearby stockpile as well, as it was also fairly close to the traps. It would be nice to even get a distance count on the mechanisms. -[[User:Fuzzy|Fuzzy]] 11:48, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When you choose the mechanism for the lever or trap, it does tell you its distance.--[[User:Maximus|Maximus]] 12:33, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Addendum to Maximus's comment: When selecting the material to be used, you can e{{k|x}}pand the list of materials, and then select a particular item. Therefore, you can build a single-tile stockpile, then customize it (using {{k|q}} then {{k|s}}settings) to only allow a certain quality mechanism. Link the lever after these stockpiles have been filled. [[User:RomeoFalling|RomeoFalling]] 16:21, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inverting a Lever ==&lt;br /&gt;
&lt;br /&gt;
I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)&lt;br /&gt;
#####&lt;br /&gt;
#_~@W&lt;br /&gt;
##D##&lt;br /&gt;
&lt;br /&gt;
W - Water source (Under at least 7/7 pressure)&lt;br /&gt;
D - Water drain&lt;br /&gt;
_ - Pressure plate, set to activate under water of depth 4-7&lt;br /&gt;
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)&lt;br /&gt;
~ - Bridge over channel&lt;br /&gt;
# - Solid rock&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate.&lt;br /&gt;
Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water. &amp;lt;br&amp;gt;&lt;br /&gt;
--17:52, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't it simpler to build two levers?  Especially considering the pressure plate takes as many mechanisms?  I don't really understand what you are trying to accomplish here.&lt;br /&gt;
:--[[User:MagicGuigz|MagicGuigz]] 17:34, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you want a single action to do some &amp;quot;on&amp;quot; actions and some &amp;quot;off&amp;quot; actions - e.g. if from a stylistic point of view you want to have a single &amp;quot;activate outer defenses&amp;quot; lever that raises bridges over moats and puts down bridges blocking catapults.&lt;br /&gt;
::--[[User:Random832|Random832]] 19:35, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when ''this'' bridge is down, ''that'' bridge is always up, and that when ''this'' floodgate is open, ''that'' door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards. &lt;br /&gt;
:::--[[User:Macdjord|Macdjord]] 16:08, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd say you should consult the [[Computing]] and [[Mechanical Logic]] pages then. Should find all the components you need there. &lt;br /&gt;
:--[[User:Bilkinson|Bilkinson]] 16:13, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Doesn't help. That's all about power transfer - gears, axels, waterwheels... It only uses  levers for input, not output - I could connect my controll leaver to a not-gate like [[Mechanical_Logic#NOT_or_BUFFER|this one]], but how do i connect ''that'' to a bridge?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 17:17, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Connect that power to a screw pump, that pours water onto a pressure plate. There's an example of such a device on the mechanics page. Take a look as Water/Fluid logic as well (Linked to on the mechanical page) for some other pump-based devices.&lt;br /&gt;
:::--[[User:Bilkinson|Bilkinson]] 06:56, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's... ''workable'', I suppose. It's much more complex than the bridge system. It might be faster responding, depending on the speed at which a pump works, since there is no 100 step delay like a bridge. It would take a lot more room and mechanisms, not to mention a seperate power source for each one. Remember, each leaver you invert need its own, independent setup.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:09, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Check out this page, it might help.. www.dwarffortresswiki.net/index.php/User:SL/Logic_Gates.&lt;br /&gt;
::::[[User:Martinuzz|Martinuzz]] 8:54, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: So the goal here is to have water on a pressure plate when a lever is set to ON.  Don't hatch covers respond quicker than bridges?&lt;br /&gt;
&lt;br /&gt;
: Gee, this sucks.  I thought things just toggled whenever you flipped the lever.  That's how it should be IMHO.  [[User:Gairabad|Gairabad]] 20:31, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
####&lt;br /&gt;
#^HW&lt;br /&gt;
##D#&lt;br /&gt;
&lt;br /&gt;
^ = Pressure Plate&lt;br /&gt;
W - Water Inlet&lt;br /&gt;
D - Drain&lt;br /&gt;
H - Hatch Cover&lt;br /&gt;
# - Solid rock&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Main lever linked to Hatch Cover (H).  When the lever is OFF, the hatch is closed and the Pressure Plate (^) chamber fills.  When the lever is ON, the Hatch Cover (H) disappears and water drains away before reaching the pressure plate ledge.&lt;br /&gt;
:[[User:Wangcommander|Wangcommander]] 01:27, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: But since you're not actually blocking off the water, you are dependent on the fickleness of the water pressure simulation. Sure, the room would never fill with an open hatch between the water source and the hatch, but after the first use it ''starts off'' filled. Are you certain it will drain? If the water comes in from the source as fast as it goes out the drain, will it not stay full? That's the advantage of using the bridge - it is the only piece of equipment that blocks water in the ON position.&lt;br /&gt;
:: A hybrid design might be useful, using a bridge to block the input bu a hatch to control the output. When you switch it, the hatch instantly starts draining the water, then the bridge seals the inlet 100 ticks later to guarantee a complete drain.&lt;br /&gt;
:: --[[User:Macdjord|Macdjord]] 16:04, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I might be misunderstanding the goal of this (and, for the record, I do think it's really cool), but wouldn't hooking up the lever to the thing you want non-inverted, then flipping the switch, and then hooking it up to the inverted thing accomplish the same thing? That way you have two things hooked up to the lever that are in opposite states of each other..... [[User:Zardus|Zardus]] 05:09, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== how to disconnect levers? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to disconnect a lever from an object without destroying the lever and rebuilding it? --[[User:Shaver|Shaver]] 12:53, 2 January 2009 (EST)&lt;br /&gt;
:You can't, to my knowledge.  Mechanisms in a lever and the connections stay in place until the lever is deconstructed.  I use a lever for cage traps in an arena, and after every 'round' I need to rebuild it to get back the mechanisms I used. --[[User:Eddie|Eddie]] 14:17, 2 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zardus&amp;diff=41644</id>
		<title>User:Zardus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zardus&amp;diff=41644"/>
		<updated>2008-05-15T04:53:16Z</updated>

		<summary type="html">&lt;p&gt;Zardus: New page: Watch out, this user page is protected by traps:  www sss www sss www&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Watch out, this user page is protected by traps:&lt;br /&gt;
&lt;br /&gt;
www&lt;br /&gt;
sss&lt;br /&gt;
www&lt;br /&gt;
sss&lt;br /&gt;
www&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11826</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11826"/>
		<updated>2008-05-15T04:51:02Z</updated>

		<summary type="html">&lt;p&gt;Zardus: Accent Removal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF File Depot ==&lt;br /&gt;
Would be great to get the majority of these uploaded to the [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)].  I'm having trouble with some of the currently linked hosting sites.  I've just gotten Regional Prospector, so I'll see about getting that one up.  Thanks guys! --[[User:SlMagnvox|SlMagnvox]] 14:33, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== External Utilities ==&lt;br /&gt;
I thinking any Utilities that not made specifically for Dwarf fortress should put together at bottom which I have done. My question should we mark area with header say External utilities? [[User:Omagaalpha|Omagaalpha]] 08:22, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
&lt;br /&gt;
Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
:It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there any info on what the offsets (dwarfidpos, critter_start, profession_start) actually refer to?  I'm capable enough with finding memory addresses, but exactly what profession_start is eludes me.  Even dwarfidpos is a little unclear.&lt;br /&gt;
&lt;br /&gt;
 dwarfidpos = Address of Dwarf Race ID&lt;br /&gt;
 critter_start = Start of Main Creature Vector&lt;br /&gt;
 profession_start = Offset into Main Creature Vector the array of jobs.&lt;br /&gt;
[[User:Jifodus|Jifodus]] 00:41, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Yourfilehost ==&lt;br /&gt;
&lt;br /&gt;
Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;br /&gt;
:: Megaupload, rapidshare, filefactory, you pick one --[[User:Digger|Digger]] 17:40, 24 February 2008 (EST)&lt;br /&gt;
:::Uh, you know there is a special site for uploading DF files now, right? It's linked on the main page. Screw those other guys. --[[User:Jackard|Jackard]] 17:53, 24 February 2008 (EST)&lt;br /&gt;
::::I say we scrap this section, then. --[[User:Digger|Digger]] 18:28, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==heal.exe==&lt;br /&gt;
&lt;br /&gt;
heal.exe does not regrow missing limbs.  However, &amp;quot;heal -hurt&amp;quot; on the command line brings missing limbs to red status, and &amp;quot;heal&amp;quot; thereafter restores the being to full health.&lt;br /&gt;
&lt;br /&gt;
I propose a -regrow parameter so we don't have to do this workaround, since if it's possible to bring missing limbs from dark grey to red status it's also possible to grow them back.&lt;br /&gt;
&lt;br /&gt;
Also, when using the -hurt parameter, it still says &amp;quot;059E7210 had 31 body parts '''healed'''&amp;quot;, when it should probably say &amp;quot;wounded&amp;quot;. --[[User:JT|JT]] 17:58, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Hmm, if it does heal missing limbs then I just need to change my logic slightly for healing. --[[User:Rick|Rick]] 19:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==reveal.exe==&lt;br /&gt;
&lt;br /&gt;
From what I've tested, reveal for 33a does not work for 33b. --[[User:Sparksol|Sparksol]] 13:39, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Correct.  It uses hardcoded offsets, which will change every time new code is added to DF.&lt;br /&gt;
:I have a version hacked for .33b, which I will not distribute out of respect for Rick.&lt;br /&gt;
:However, if you are skilled with a hex editor, here's what to do: change the first 5 occurances of the pattern 85 45 01 to the pattern 95 45 01.  (The 6th occurance of the pattern is a coincidental match and should not be changed.)  Then change the pattern 8C 33 89 00 to the pattern 8C 43 89 00.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually, as it happens, it looks like Rick has produced updated versions of his tools for .33b.  They were built on the 16th.  However he hasn't linked to them.  I don't know why.  The URL they're at requests that no links be made to them, so I'm not going to tell you. Sorry, you'll just have to do the hexedit.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:45, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just havn't mirrored them yet, that's all. --[[User:Rick|Rick]] 03:10, 19 November 2007 (EST)&lt;br /&gt;
::Hey, I'm curious why the file sizes ballooned.  Reveal went from 52k to 101k, a doubling in size.  Heal grew even more.  Maybe you didn't strip debugging info?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:42, 19 November 2007 (EST)&lt;br /&gt;
:::Usage of std libraries mostly. I made a library for working with DF so I wouldn't have to keep duplicating code through projects, and when writing it I figured I might as well make it more friendly for me to code in, hence usage of std:: stuff. --[[User:Rick|Rick]] 19:00, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whenever I try to open reveal.exe, the window will open up for a millisecond and then immedietely close. Is this a problem with the program or my windows? I am assuming its windows since everyone else seems to be able to use it. Has anyone else had this problem?--[[User:Varsashi|Varsashi]] 17:59, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::It hasn't been updated to work with 33c, and doesn't. Hopefully it will be updated soon. If you're using 33b, it should open and close quickly but reveal all allocated squares. To allocate all squares for revealing, I'll repeat the advice I've seen elsewhere: go to the lowest level and designate the entire level for digging, then remove the dig designation and run the reveal utility. --[[User:Janus|Janus]] 20:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So how do people feel about deleting this section, and probably the heal.exe section above too?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:56, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anybody know which version works with 38b? And can you also give me the link? --[[User:CrazyMcfobo|CrazyMcfobo]] 16:51, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went back to look for reveal.exe for the older version of DF I play (I've been sticking to the last good version where we still had the original mountain, 23.13.23a), but the file seems to have been corrupted at that place it's uploaded to. Now when I try to use it it says it's not a valid win32 application, and it's a 0-byte file after unzipping. Is there a good version up somewhere else still? --[[User:KittenyKat|KittenyKat]] 11:52, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How to use warp.exe?==&lt;br /&gt;
How do you use warp.exe? There's no information on how to use these on the page.--[[User:Demosthenes|Demosthenes]] 02:10, 21 November 2007 (EST)&lt;br /&gt;
: &amp;lt;code&amp;gt;warp.exe&amp;lt;/code&amp;gt; by itself will list your current cursor position. After you have the position you want to warp a creature to, you do &amp;lt;code&amp;gt;warp.exe &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&amp;lt;/code&amp;gt; as arguments, and it will warp the selected creature (selected with 'V'iew) to that destination, if it can. --[[User:Rick|Rick]] 18:10, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==StartProfile==&lt;br /&gt;
Perhaps, I don't understand how to use this correctly.  I'm using 33e, and the StartProfile linked in the Utils section.  I'm supposed to use this util at the Prepare for the Journey screen, correct?  I tried testing the export function with the first dwarf, with no skills assigned.  startprofile.exe -x 0 test.txt What I got back was:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Mining: 1348403210&amp;lt;br/&amp;gt;&lt;br /&gt;
Wood Cutter: 1565676876&amp;lt;br/&amp;gt;&lt;br /&gt;
Carpenter: 3801123&amp;lt;br/&amp;gt;&lt;br /&gt;
Engraving: 34079120&amp;lt;br/&amp;gt;&lt;br /&gt;
Record Keepe: 2293770&amp;lt;br/&amp;gt;&lt;br /&gt;
Liar: 34341293&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidator: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Conversationalist: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Comedian: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Flatterer: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Consoler: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Pacifier: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
When I try to set a dwarf's skills using StartProfile I end up with huge amounts of either negative or positive points available, with no changes being made to the dwarf's skills.  &amp;lt;br/ &amp;gt;--[[User:Stu72|Stu72]] 09:23, 11 December 2007 (EST)&lt;br /&gt;
: The offset for the skills must have changed. I guess I should've actually checked that, and not have assumed that just because the other values were correct, the skills were still correct. I'll check it out and post the appropriate fix. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
: The appropriate fix is redownloading it, when I hex edited the exe I messed it up field. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
:: Thanks, works beautifully.  It's a terrific time saver. --[[User:Stu72|Stu72]] 15:30, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How does one use this? The readme isn't very helpful. --[[User:Jackard|Jackard]] 01:08, 27 November 2007 (EST)&lt;br /&gt;
: Not knowing exactly what you're having trouble understanding, I'll give examples (the one thing I forgot to add in the readme).&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 0 Miner.txt&amp;lt;/code&amp;gt; - This will set the skill profile of the first Dwarf, in the list of units, to the skills in Miner.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 1 Jeweler.txt&amp;lt;/code&amp;gt; - This will set the skills on the second Dwarf, in the list of units, to the skills in Jeweler.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -x 3 Customprofile.txt&amp;lt;/code&amp;gt; - This will save the set of skills on the fourth Dwarf to Customprofile.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -v0.27.169.33b 0 Miner.txt&amp;lt;/code&amp;gt; Same as the first example, except it'll work on the previous version of Dwarf Fortress.&amp;lt;br /&amp;gt;-- [[User:Jifodus|Jifodus]] 03:28, 27 November 2007 (EST)&lt;br /&gt;
::Thanks, I'll try that out. --[[User:Jackard|Jackard]] 21:21, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33d by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A530 | 98 16 25 01 04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6A6 | 30 2E 32 37 2E 31 36 39 2E 33 33 64&lt;br /&gt;
  2A77C | 02&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 20:14, 3 December 2007 (EST)&lt;br /&gt;
:CBW; PUSH SS; AND EAX, 00000401h; ADD AH, BL; ADD [EAX], AL; ...  &lt;br /&gt;
:That makes no sense.  Must be missing something off the head end.&lt;br /&gt;
:3 unknown bytes; ADD [EAX+EAX], EAX; ...  No better.  Worse, even.&lt;br /&gt;
:4 unknown bytes; ADD AL, 00h; ADD [EAX], AL; ...  Unh uh.  Don't think so.&lt;br /&gt;
:8 unknown bytes; ESC-4(00); ...  Floating point?  Really?  No way.&lt;br /&gt;
:12 unknown bytes; LOCK OR [EAX], AL ...  Insane.&lt;br /&gt;
:I don't know what those bytes are, but they're not code.&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:23, 3 December 2007 (EST)&lt;br /&gt;
::You're right, they're data. First Row is (left to right, 5 dwords): [[User:Jifodus/Memory research#Addresses_3|Start Address]], Offset from address at start address, Dwarf List begin offset, Starting points offset, Skills offset, remaining skill points points. Second row is a character string (15 chars max). Third row is a dword indicating which data index is default.&lt;br /&gt;
:: &amp;lt;tt&amp;gt;//Start Addr, O, Lizt, Ponts, Skll, Remain&amp;lt;/tt&amp;gt; &lt;br /&gt;
:: &amp;lt;tt&amp;gt;{ 0x01251698, 4, 0xDC, 0x8F0, 0x70, 0x1C0 }&amp;lt;/tt&amp;gt; - The read/write locations and whatnot&lt;br /&gt;
:: &amp;lt;tt&amp;gt;&amp;quot;0.27.169.33d&amp;quot;&amp;lt;/tt&amp;gt; - Used for string comparison (-v flag)&lt;br /&gt;
:: &amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt; - The default version to use is the third in the list (what the above just added).&lt;br /&gt;
:: Configuration data can be found between 'DATA_SET' and 'TES_ATAD'. The list has enough space for 16 versions (3 are now in use). I'll just say I didn't want to have to recompile it for all the versions -- [[User:Jifodus|Jifodus]] 21:52, 6 December 2007 (EST)&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33e by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A550 |&amp;quot;98 26 25 01&amp;quot;04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6B5 | 30 2E 32 37 2E 31 36 39 2E 33 33&amp;quot;65&amp;quot;&lt;br /&gt;
  2A77C |&amp;quot;03&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Patching Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Due to someone being interested in running lavasquare on version 33g, I determined how to patch the exe to work with later versions. With a hex editor, open lavasquare.exe and find and replace with appropriate values (replace the X's with the values underneath for the version you want). I only tested it for 33f, but I'm assuming that the values for 33g are correct (since I got them off the wiki).&lt;br /&gt;
&lt;br /&gt;
 (CursorX)&lt;br /&gt;
 FIND:		EE 57 68 88 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EE 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         88 F2 8F  0&lt;br /&gt;
 33g		         88 62 90  0&lt;br /&gt;
 38a		         88 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorY)&lt;br /&gt;
 FIND:		EC 57 68 8C E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         8C F2 8F  0&lt;br /&gt;
 33g		         8C 62 90  0&lt;br /&gt;
 38a		         8C F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorZ)&lt;br /&gt;
 FIND:		E6 57 68 90 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	E6 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         90 F2 8F  0&lt;br /&gt;
 33g		         90 62 90  0&lt;br /&gt;
 38a		         90 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (MapBlocks)&lt;br /&gt;
 FIND:		FC 57 68 60 15 46 01 FF 35&lt;br /&gt;
 REPLACE:	FC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         68 25 46  1&lt;br /&gt;
 33g		         80 96 46  1&lt;br /&gt;
 38a		         CC 29 49  1&lt;br /&gt;
&lt;br /&gt;
 (To exit immediately after writing, since I don't want to&lt;br /&gt;
 verify the other offsets)&lt;br /&gt;
 FIND:		FF 35 5C 80 40 00 E8 88 61 00 00 0F BF 7D&lt;br /&gt;
 		F8 57 0F BF 7D FA 57 8B 7D FC 81 C7 60 06&lt;br /&gt;
 		00 00&lt;br /&gt;
 REPLACE:	FF 35 5C 80 40 00 E8 88 61 00 00 6A FF FF&lt;br /&gt;
 		25 6C B1 40 00 CC CC CC CC CC CC CC CC CC&lt;br /&gt;
 		CC CC&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 02:05, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
To modify the above for the same behavior as water:&lt;br /&gt;
 FIND:		07 00 20 00&lt;br /&gt;
 REPLACE:	07 00 00 00&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 17:09, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Addresses for 0.27.173.38a:&lt;br /&gt;
 CursorX 0x0092F288&lt;br /&gt;
 CursorY 0x0092F28C&lt;br /&gt;
 CursorZ 0x0092F290&lt;br /&gt;
 MapBlocks 0x014929CC&lt;br /&gt;
Offsets are still the same.&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 19:14, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Addresses for 0.27.173.38c: (These worked for me, but I'm not an expert on this stuff.)&lt;br /&gt;
  CursorX 0x0094228C&lt;br /&gt;
  CursorY 0x00942290&lt;br /&gt;
  CursorZ 0x00942294&lt;br /&gt;
  MapBlocks 0x014A60A4&lt;br /&gt;
--[[User:Dorundain|Dorundain]] 22:21, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Where is the Mapblocks found in the hex code? 0x01461560.MAP_DATA_MEM is the closest thing I can find.&lt;br /&gt;
&lt;br /&gt;
--[[User:Silveron|Silveron]] 08:57, 22 March 2008 (EDT)         &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Lavasquare Popup? ==&lt;br /&gt;
&lt;br /&gt;
How do I remove the prompt? It is a painful thing for large projects. The macro below helps some, though. --[[User:Jackard|Jackard]] 08:05, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
 #Persistent&lt;br /&gt;
 SetTimer, CloseLava, 100&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 CloseLava:&lt;br /&gt;
 WinClose, lcc runtime&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 del::&lt;br /&gt;
 IfWinActive Dwarf Fortress&lt;br /&gt;
 {&lt;br /&gt;
   send {down}&lt;br /&gt;
   run C:\Program Files\Dwarf Fortress\Utilities\lavasquare 33g.exe&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
 else&lt;br /&gt;
 {&lt;br /&gt;
   send {del}&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Why does it seemingly stop working after a while? It runs but summons no magma/lava. --[[User:Spelguru|Spelguru]] 12:28, 18 January 2008 (EST)&lt;br /&gt;
:No idea, never run into the problem though I've used it quite thoroughly. --[[User:Jackard|Jackard]] 17:52, 18 January 2008 (EST)&lt;br /&gt;
:I've run into this once. Restarting DF fixed the problem. --[[User:SquirrelFarmer|SquirrelFarmer]] 09:50, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
Could someone make an updated version? Having to slaughter anyone who gets injured just because the rain-filling-ponds doesn't work properly yet is annoying. -Shadow_archamgi, February 27 2008&lt;br /&gt;
&lt;br /&gt;
==Weatherdwarf==&lt;br /&gt;
I can't find the page, but it's a utility that lets you change the temperature of an area and allows for some crazy stuff. Look it up on the forums; I have a community fortress to tend to. --[[User:Penguinofhonor|Penguinofhonor]] 20:18, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Accent Removal ==&lt;br /&gt;
&lt;br /&gt;
I added the accent removal utility here from [[Accent Removal]], since that's about to be deleted. However, none of Wikipedia's show-hide-box stuff works here (I assumed it would...), so it's a big glob of pre-formatted text in there that should be hidden. Could someone do it? [[User:Zardus|Zardus]] 00:51, 15 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8976</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8976"/>
		<updated>2008-05-15T04:49:33Z</updated>

		<summary type="html">&lt;p&gt;Zardus: moved Accent Removal utility here since its page is going to be deleted. However, it takes up a lot of room. If someone who knows how can make it a show-hide-box, that'd be awesome.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== Dwarvis / MapExtract ===&lt;br /&gt;
*[http://code.google.com/p/dwarvis/ dwarvis on Google Code]&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
*[http://dffd.wimbli.com/ The Dwarf Fortress File Upload Service], an excellent place to store mods, community games, tilesets and other files. Courtesy of [http://www.dwarffortresswiki.net/index.php/User:Janus Janus]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion ==&lt;br /&gt;
The [[User:Bartavelle/DwarfCompanion|Dwarf Companion]], created by [[User:Bartavelle|Bartavelle]] is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows some for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===&lt;br /&gt;
&lt;br /&gt;
A toolset with many modules for tweaking / editing Dwarf Fortress memory. [[User:Rick/Tweak|Check the full article for more details]].&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complement to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''v0.27.168.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.173.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38b''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38c''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [[User:0x517A5D|0x517A5D]]'s utilities ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attention!&amp;lt;/b&amp;gt;  As the host site of these utilities is placing links to amateur pornographic videos on the download pages, these links are currently &amp;lt;b&amp;gt;Not Safe For Work!&amp;lt;/b&amp;gt;  Please see my [[User_talk:0x517A5D|User Talk]] page for discussion and a blanket permission to take care of this &amp;lt;strike&amp;gt;issue&amp;lt;/strike&amp;gt; problem.  Sorry about this.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]]&lt;br /&gt;
&lt;br /&gt;
=== Enable Magma Buildings ===&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=regional_prospector.zip regional_prospector.zip]''(Careful, download link contains images of pornography as ads.)''&lt;br /&gt;
&lt;br /&gt;
A simple but very helpful utility that shows hidden map features at embark time.  &lt;br /&gt;
If you're trying to find the perfect start location by repeatedly embarking and &lt;br /&gt;
revealing, give this one a shot!&lt;br /&gt;
&lt;br /&gt;
Map key:&lt;br /&gt;
:{{Raw Tile|≈|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;volcano; magma reaches the surface&lt;br /&gt;
:{{Raw Tile|~|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground magma pipe or magma pool&lt;br /&gt;
:{{Raw Tile|≈|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground river&lt;br /&gt;
:{{Raw Tile|~|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground pool&lt;br /&gt;
:{{Raw Tile|#|#000|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;chasm&lt;br /&gt;
:{{Raw Tile|£|#0FF|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;adamantine and pits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is known to work with all releases from 32a to 33g.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress, &lt;br /&gt;
as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Discussion and kudos can be left [[User_talk:0x517A5D#Seekret_Projekt|here]].&lt;br /&gt;
&lt;br /&gt;
=== Latitudes ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily withdrawn as I am experiencing crashes of DF when invoking the utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:26, 31 December 2007 (EST) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The bug I was experiencing was a regression in my development version.  It&lt;br /&gt;
does not occur in the current release.  So everything's okay. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs --[[User:Jackard|Jackard]] 09:43, 13 January 2008 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DF Merge by Ikkonoishi ==&lt;br /&gt;
A quick and dirty utility to merge the DF data files together. I plan on making it scriptable so that you can use it to combine mods together easily and sort out any conflicts. Right now it is only useful to merge init files together for different versions of DF. Any values that are shared across the two files are combined with the values from the source overwriting the destination. You then click on the text to select it and copy it into the init.txt file of the new version. &lt;br /&gt;
&lt;br /&gt;
Get it at http://www.mediafire.com/?d3yosptjze0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winmerge ==&lt;br /&gt;
&lt;br /&gt;
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..&lt;br /&gt;
&lt;br /&gt;
Download at [http://winmerge.org/].&lt;br /&gt;
[[User:Omagaalpha|Omagaalpha]] 08:30, 13 February 2008 (EST)&lt;br /&gt;
Edit:--[[User:AtomicTroop|AtomicTroop]] 12:15, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DFWall ==&lt;br /&gt;
&lt;br /&gt;
An utility for automatisation of mass constructions. Features three modes:&lt;br /&gt;
&lt;br /&gt;
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:&lt;br /&gt;
&lt;br /&gt;
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])&lt;br /&gt;
&lt;br /&gt;
b) any material with at least 1/10/99 units&lt;br /&gt;
&lt;br /&gt;
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!&lt;br /&gt;
&lt;br /&gt;
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001847 link]&lt;br /&gt;
&lt;br /&gt;
Get the newest version here: [http://dffd.wimbli.com/file.php?id=108 link]&lt;br /&gt;
&lt;br /&gt;
== Accent Removal ==&lt;br /&gt;
&lt;br /&gt;
This is a batch file compatible with [http://www.inforapid.de/html/searchreplace.htm InfoRapid Search &amp;amp; Replace.]&lt;br /&gt;
&lt;br /&gt;
It is used on the following raws to remove accented letters from translations:&lt;br /&gt;
*language_DWARF.txt&lt;br /&gt;
*language_ELF.txt&lt;br /&gt;
*language_GOBLIN.txt&lt;br /&gt;
*language_HUMAN.txt&lt;br /&gt;
&lt;br /&gt;
This could be useful for character sets that render accents improperly. Please remember to backup your raws before doing crazy things like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;„&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt; &amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ƒ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;†&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;…&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;c&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‚&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Š&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ˆ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‰&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Œ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‹&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¤&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;n&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;•&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;”&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;“&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¢&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;—&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;–&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;£&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;˜&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;y&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze_colossus&amp;diff=24060</id>
		<title>40d Talk:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze_colossus&amp;diff=24060"/>
		<updated>2008-04-21T07:03:21Z</updated>

		<summary type="html">&lt;p&gt;Zardus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone managed to see if the collossii still drop nice statues when you kill them with crossbows? --[[User:Frostedfire|Frostedfire]] 18:54, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
They should no matter how you kill them. But I have verified that they still can slaughter about anything and toss it across the screen. And go through an entire army while only getting a scratch on the arm. --[[User:Penguinofhonor|Penguinofhonor]] 16:45, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Good god, I've just lost three champions, two axe lords, and a swordmaster along with about twenty assorted soldiers and guards to one of these guys.  And he heals himself.     --[[User:Neatoburrito|Neatoburrito]] 15:38, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Should it be noted that if you can trap a colossus (via channels filled with water or similar) you can train marksdwarves VERY quickly by using it as a target (since it has no vitals to pierce and heals fast enough to overcome the damage from a couple of attackers). --[[User:Erom|Erom]] 13:49, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
In an unfortunate pit fight mishap (I guess maybe megabeasts escape when you try to dump them into a pit?), I had one of these guys rampage through my base. My quite impressive army of champions put an end to it with not a single scratch on them. The only casualty other than the BC was a war dog who gave his life to save the poor Siege Engineer who was transporting the colossus to the pit. The SE went berserk later due to his injuries though :-(. Watching the whole thing with combat messages on was quite fun! --[[User:Zardus|Zardus]] 03:03, 21 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10555</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10555"/>
		<updated>2008-04-19T00:14:51Z</updated>

		<summary type="html">&lt;p&gt;Zardus: /* doors */ asking verification about door effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Walls with ore or gems cannot be smoothed, much less detailed.&amp;quot; Is this still true? I'd heard that smoothing/engraving of ore veins is now possible. And yet again, I can't test because I'm reading the wiki at work while waiting for a database query to finish... &amp;gt;_&amp;gt; --[[User:Alfador|Alfador]] 17:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I deleted the comment about not being able to smooth ore or gems, because you CAN in this version (they all count as different types of rocks). Boo whoever copy pasted the article without looking at it.&lt;br /&gt;
&lt;br /&gt;
::what was the point in aechiving old wiki if people are going to copy and paste, please people if you are going to copy paste thourghly read the article to ensure all info is correct, i didnt read past this so there may be more but rooms are no longer diamonds, this is somehing really obvious and should have been picked up on by whoever copy pasted it otherwise we may as well stick with edditing old wiki. [[User:Thatguyyaknow|Thatguyyaknow]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is there a way to check what price a room currently has without counting it yourself? Just wanted to know if I counted right. --[[User:Mizipzor|Mizipzor]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::if the economy has started you might be able to, past that though probably not :( --[[User:Frostedfire|Frostedfire]] 18:17, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My dwarves' thoughts have lately included reference to dining in a &amp;quot;legendary&amp;quot; dining room, but the best one I currently have is listed as &amp;quot;Fine&amp;quot; when I assign it to someone.  Does this correspond directly to the value of the room (I intend to bring it up to Royal to find out) or is there something else at work there? [[User:Dolohov|Dolohov]] 10:55, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a proper closed bedroom in silty clay loam. There is a masterpiece bed in that room. The price of the bed is 120. The rental cost of the room is 99. Most (all?) other bedrooms also have their rental cost less then the sum of the furniture values. There could be 2 explanations: &lt;br /&gt;
1) rental cost is not exactly equal to the room value in this version.&lt;br /&gt;
2) the way room value is calculated is substantially different from the previous version.&lt;br /&gt;
--[[User:Another|Another]] 11:56, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
:''As a bonus, a single chest, cabinet, armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#009900;&amp;quot;&amp;gt;000173 ▪ (0.22.120.23a) [dwarf mode][nobles]   if you have a noble claim the same item with three of their rooms, it'll count three times in their holdings number&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Am I reading the changelog right? It looks like this bug was fixed in 23a. --[[User:Jackard|Jackard]] 02:31, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In that same section, it states that the value of a shared room is quartered. I've seen several times on the forum that the value of a shared room is only halved. This should be checked as well.  --[[User:Skanky|Skanky]] 03:14, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've only seen it as half, but I typically assign the two rooms to the same noble.  It could be that it's quatered if you assign the two rooms to two different nobles (and same for more rooms to one noble vs more than one).--[[User:Draco18s|Draco18s]] 17:42, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
MANY of the names in the thing are wrong. My epic dining room is described as &amp;quot;Legendary&amp;quot; and the beds that share the room get &amp;quot;Like a personal palace&amp;quot;--[[User:Shadow archmagi|Shadow archmagi]] 17:48, 28 February 2008 (EST)&lt;br /&gt;
:Are you going by the {{key|r}}oom list or by dwarf thoughts? The article refers to the actual room grade rather than how impressed dwarves are by the room. [[User:VengefulDonut|VengefulDonut]] 19:42, 28 February 2008 (EST)&lt;br /&gt;
:: Oh dear. My mistake. Letsee... you're right. Bedrooms are Grand and the dining room is Royal. My mistake. --[[User:Shadow archmagi|Shadow archmagi]] 20:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== doors ==&lt;br /&gt;
It seems doors don't count anymore in 38c? Every room i checked where the door should move it to the next quality level, it doesn't. This also is true for my artifact door which before turned a room into royal; it's gone now. --[[User:Koltom|Koltom]] 08:10, 17 March 2008 (EDT)&lt;br /&gt;
: What if the door is set as internal? -- [[User:Zardus|Zardus]] 20:14, 18 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miners_guild&amp;diff=37908</id>
		<title>40d:Miners guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miners_guild&amp;diff=37908"/>
		<updated>2008-04-18T20:14:50Z</updated>

		<summary type="html">&lt;p&gt;Zardus: more accuracy in quotes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mayor can sometimes receive &amp;quot;requests&amp;quot; from the Miners Guild. This will show up in your announcements as &amp;quot;Such-and-such So-and-so, Mayor has taken a request from the Miners Guild.&amp;quot; shortly followed by &amp;quot;Such-and-such So-and-so, Mayor has mandated that certain jobs be completed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Afterwards, the little bastard will have &amp;quot;Complete Miners Guild Jobs (x/y)&amp;quot; in his mandates. Miners guild jobs are completed by simply digging out squares - one square for one job.&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miners_guild&amp;diff=37907</id>
		<title>40d:Miners guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miners_guild&amp;diff=37907"/>
		<updated>2008-04-18T20:08:24Z</updated>

		<summary type="html">&lt;p&gt;Zardus: fleshed out what the heck these are and how to complete them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mayor can sometimes receive &amp;quot;requests&amp;quot; from the Miners Guild. This will show up in your announcements as &amp;quot;Such-and-such So-and-so, Mayor has taken a request from the Miners Guild.&amp;quot; shortly followed by &amp;quot;Such-and-such So-and-so, Mayor has mandated that certain jobs be completed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Afterwards, the little bastard will have &amp;quot;Miners guild jobs (x/y)&amp;quot; in his mandates. Miners guild jobs are completed by simply digging out squares - one square for one job.&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26902</id>
		<title>40d Talk:Titan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26902"/>
		<updated>2008-04-17T06:29:17Z</updated>

		<summary type="html">&lt;p&gt;Zardus: titan dead answer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Was not as bad as I expected.  Received an &amp;quot;uninvited visitor&amp;quot;.  Engaged her with single wrestlers until she was over-exerted and passing out.  (Took about six.)  Then I sent 90% of my fortress after her, and she died quickly with no further casualties. [[User:Geekwad|Geekwad]] 13:43, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: fat ==&lt;br /&gt;
&lt;br /&gt;
Titans are not butcherable by dwarves, so I would assume that's why fat wasn't listed in the side box before. IReverting that change. Bones and skull are obtained from just letting the body rot, so it makes sense for them to be there. --[[User:Janus|Janus]] 16:34, 18 January 2008 (EST)&lt;br /&gt;
: I agree with this decision to leave the value for fat as '-' because Titan's aren't butcherable. Maybe as an alternative '''n/a''' would be more appropriate? --[[User:Markavian|Markavian]]&lt;br /&gt;
::If you don't list the fat, then you shouldn't list any of that, as it's 'butchering returns' and rotting isn't butchering. --[[User:N9103|Edward]] 23:18, 18 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dead in a cage trap? ==&lt;br /&gt;
I caught one in a cage trap after he passed through two weapon traps.&lt;br /&gt;
The cage then contained his corpse.&lt;br /&gt;
1: Did the weapons kill him or did the cage squish him?&lt;br /&gt;
2: (Less importantly) How do I get corpses out of my cage?&lt;br /&gt;
(Later Edit: Melting the cage deposits his corpse in the smelter building along with all the metal bars.)&lt;br /&gt;
[[User:Benitosimies|Benitosimies]] 06:43, 12 March 2008 (EDT)&lt;br /&gt;
: My guess is that he died from his wounds. [[User:Zardus|Zardus]] 02:29, 17 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19339</id>
		<title>40d Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19339"/>
		<updated>2008-04-16T06:22:08Z</updated>

		<summary type="html">&lt;p&gt;Zardus: does fighting cause noise?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fighting ==&lt;br /&gt;
&lt;br /&gt;
Any information on whether fighting causes noise? [[User:Zardus|Zardus]] 02:22, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Diagonal Z-Noise ==&lt;br /&gt;
&lt;br /&gt;
How does the Z-direction work with noise in terms of diagonals?  If my bedrooms are two layers down, can they be closer than they would be if they were one layer down?  Or is noise effectively a cylinder where the nearby squares aren't feasible even when down 3 layers?&lt;br /&gt;
&lt;br /&gt;
I'm not sure how old this comment is, but this is actually brings up a good question.  Has anyone actually verified that noise still radiates in a diamond pattern?  Rooms used to &amp;quot;radiate&amp;quot; in diamond patterns, but they now expand like a square.  Could noise have been modified similarly?  If noise does move diagonally, a workshop would produce a noise cube with dimensions 9x9x9. --[[User:Marble Dice|Marble Dice]] 23:29, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On second thought it would probably look like a pyramid with square cross-sections and a base that was 9x9, which seems to be what the article suggests.  I'll have to try and find some room to verify this behavior in my current fortress. --[[User:Marble Dice|Marble Dice]] 23:37, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I tested this by stopping all mining, catapults, training, etc, and every workshop except one.  I placed beds in places I wanted to check for noise.  Here's a list of my results in (X, Y, Z) co-ordinate pairs.  Assume the workshop's center tile is the origin (0, 0, 0).  Positive X is east, negative Y is south, and negative Z is down.&lt;br /&gt;
&lt;br /&gt;
:* (+5,  0, 0) = No&lt;br /&gt;
:* (+4, -4, 0) = Yes&lt;br /&gt;
:* (+5, -4, 0) = No&lt;br /&gt;
:* (0, 0, -4) = Yes&lt;br /&gt;
:* (+1, 0, -4) = Yes&lt;br /&gt;
:* (+4, -4, -4) = Yes&lt;br /&gt;
:* (+5, -4, -4) = No&lt;br /&gt;
&lt;br /&gt;
:Dwarves get a thought about where they're sleeping when they crash (slept without a proper room, in a good bedroom, etc), but they don't get a thought for noise until they wake up.  I assume this is because there are three tiers to the noise thought: uneasily, very uneasily, and was woken up by.  I'd hazard a guess as jobs happen, applicable nearby sleeping dwarves will &amp;quot;accumulate&amp;quot; noise until they wake up.  If they pass a certain threshold, they wake up prematurely and get the most severe negative thought.  Otherwise, they get &amp;quot;uneasily&amp;quot; or &amp;quot;very uneasily&amp;quot; when the wake normally, based on how much noise they accumulated.  Perhaps noise has both a loudness (how much it increases the dwarf's counter) and a range, or maybe longer range noises increase the counter more, or maybe all noise is the same loudness and it's just a matter of the number of noise events a dwarf hears while sleeping.  It seems reasonable to me, but I've no way to test it.  Not sure if any of this additional information belongs in the main article or not. --[[User:Marble Dice|Marble Dice]] 22:26, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== distances ==&lt;br /&gt;
&lt;br /&gt;
gee, no wonder my dwarves are all upset by noise - 16 squares from anywhere a chair is being moved in is a long way! Here I was being worried about how close the masons' workshop is, when my problem all along was I keep building doors, beds and things just next door.&lt;br /&gt;
&lt;br /&gt;
I think that is broken personally - building furniture should be treated way differently to building a workshop! Building a workshop I can understand being heard easily for 16 squares, but destroying/building a chair, table or bed should be pretty much cut out at 4 squares.[[User:GarrieIrons|GarrieIrons]] 05:55, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== footsteps ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if dwarves just walking about causes noise? [[User:Yvain|Yvain]] 06:31, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can't say for certain now, but I am certain that they did not in the old version. --[[User:Savok|Savok]] 22:50, 18 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zardus</name></author>
	</entry>
</feed>