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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zurai</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=Zurai"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Zurai"/>
	<updated>2026-05-26T18:39:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25121</id>
		<title>User talk:Rick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25121"/>
		<updated>2007-12-23T23:45:01Z</updated>

		<summary type="html">&lt;p&gt;Zurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requests ==&lt;br /&gt;
Hey there. Thanks for writing reveal.exe. It's made my dwarves' lives so much easier!&lt;br /&gt;
&lt;br /&gt;
Do you take requests?&lt;br /&gt;
&lt;br /&gt;
And is this the right place to ask? [[User:Runspotrun|Runspotrun]] 20:32, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, and yes. --[[User:Rick|Rick]] 20:49, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent! Now, I don't know how many people would use it, but I'd love to see a utility that would allow me to choose the temperature/forest/shrub/surroundings/neighbours when starting out. I like to stick to the same sort of areas, but it can be a pain finding them on the map - if they exist at all. Problem is, I think most people take what they're given, region-wise... so I don't think it'd have much of an audience. What do you think? [[User:Runspotrun|Runspotrun]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Er, I haven't just described startpoints.exe, have I? [[User:Runspotrun|Runspotrun]] 21:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're not averse to requests...  A utility to activate the subterranean flag on indoor areas would be awesome for those of us who'd like to build surface castles in cold/freezing terrain without our dwarves dying of frostbite.  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd like a rock/gem/ore tool. Would be really neat. Especially the ore/gem one. Also, maybe water/magma creation tools if possible?--[[User:Spelguru|Spelguru]] 01:29, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Something similar to the old skills.exe would be great! --[[User:Vanan|Vanan]] 11:44, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What I'd like is some way to search for a particular tile on the map.  Probably the easiest thing for you to code is to have reveal.exe have an option where it prints the map data to a file in some simple text format (Just a simple list of 'Z,X,Y &amp;quot;tile code&amp;quot;' would be sufficient.  mapping what tiles have what value would be nice, but not necessary.)  I want to answer the question &amp;quot;Is the raw material for the item the possessed dwarf is asking for somewhere on my map, and if so, where?&amp;quot;  --[[User:Warnold|Warnold]] 23:08, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I would like to request something that teleports items. --[[User:Demosthenes|Demosthenes]] 02:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Is it possible for a utility to remove excess stone? (name and amount in command line) --[[User:Jackard|Jackard]] 07:35, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wild Praise ==&lt;br /&gt;
Thank you so much for your incredible work! Your applications add so much fun to the game! --[[User:Vanan|Vanan]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Astonishing response time for 33e!  --[[User:Geofferic|Geofferic]] 01:04, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== In reply to ==&lt;br /&gt;
Your statement to me on my page, &amp;quot;Don't subject your opinion unto others. (Though I think you were just trying to be funny...) --Rick 03:54, 31 October 2007 (EDT)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course I was. But some people have no real sense of humor. &lt;br /&gt;
&lt;br /&gt;
Also, some people believe they can do things they tell others NOT to do. Your statement is a perfect example of this. You tell me not to subject others to MY opinion, but in doing so you are subjecting me to YOUR opinion. Oh yes, you are one of the VIPs in the DF community, because you wrote a couple utilities. So I suppose I should be humble in your presence, and bow to someone so great. I would do that, but when I bow, I do it facing AWAY from that person, and I drop my trousers at the same time. Still want me to bow to your greatness?&lt;br /&gt;
&lt;br /&gt;
I read other contributions here that voice their opinions the same as I did. I wonder if you said the same thing to all of them as well? Tho since I was able to read the pages they wrote, you clearly did not delete their words as you did mine. And while other entries I made were either deleted or edited, as I expected them to be, since I am not a great wiki writer, you were the only one to send me a somewhat nasty note. &lt;br /&gt;
&lt;br /&gt;
Think whatever you like of me, but at least I was contributing, and trying to give a few smiles along the way. Seems to me tho, that DF is fun, and it's wiki should be too. And, from other pages I read, others feel the same way I do. Maybe you should take a look around at some of their pages, and lighten up yourself a bit? Maybe trade with the elves for a tame blue jay, and drop it down your shorts. If that doesnt get a giggle out of you, maybe you should go join the undead at one of their ruins?&lt;br /&gt;
&lt;br /&gt;
: Wow, way to blow up that up, I was just jesting. I think I'll leave your words here, [[User:Darknight|Darknight]]. --[[User:Rick|Rick]] 19:25, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Oh, and for the record, I did not remove your message, someone else did that. Check the page history. --[[User:Rick|Rick]] 19:29, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== heal.exe bug? ==&lt;br /&gt;
&lt;br /&gt;
Hmm... I've found that heal -hurt doesn't work on fire men, at least in 33b. It sets all their body parts to red, but the fire man just keeps wandering around and scaring my poor witless dwarves. I haven't found a living fire man yet in 33c so I can't check. [[User:Runspotrun|Runspotrun]] 06:59, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Are firemen immune to pain? Hurt just nukes bodyparts, not kills creatures, most creatures who feel pain will die from that, but I guess ones who don't won't. --[[User:Rick|Rick]] 12:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Just checked - yes they are. That'd explain it then, ta. [[User:Runspotrun|Runspotrun]] 14:38, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== INI? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone see anything obviously wrong about this? I used various comparisons to come to these values (as well as what the hex fellow posted in the memory hacking section), and editing them as such into the reveal.exe allowed me to get that program to function, but the ini isn't reenabling the executables on its own:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[address]&lt;br /&gt;
DWARF_FORTRESS=0x0089C414 ; correct&lt;br /&gt;
MENU_STATE=0x0124565C ; maybe&lt;br /&gt;
FOCUSED_CREATURE=0x00C39548 ; correct&lt;br /&gt;
CREATURE_VECTOR=0x01420A48 ; correct&lt;br /&gt;
MOUSE_X=0x008FF290 ; pretty sure should be 008FF288&lt;br /&gt;
MOUSE_Y=0x008FF294 ; pretty sure should be 008FF28C&lt;br /&gt;
MOUSE_Z=0x008FF298 ; pretty sure should be 008FF290&lt;br /&gt;
MAP_DATA=0x01462568 ; correct&lt;br /&gt;
MAP_X_COUNT=0x01462580 ; correct&lt;br /&gt;
MAP_Y_COUNT=0x01462584 ; correct&lt;br /&gt;
MAP_Z_COUNT=0x01462588 ; correct&lt;br /&gt;
STARTING_DWARF_COUNT=0x0078A54E ; wrong.  0078A554 (value actually is dword at 0078A555)&lt;br /&gt;
STARTING_POINT_COUNT=0x00789703 ; correct (value actually is word at 0078970A)&lt;br /&gt;
&lt;br /&gt;
[offset]&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260 ; dunno&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660 ; dunno&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000 ; yes&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308 ; probably&lt;br /&gt;
CREATURE_X_OFFSET=0x0094 ; probably&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096 ; probably&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098 ; probably&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Qalnor|Qalnor]] 14:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I commented the above.  none of the corrections should affect reveal.  I don't know what's going wrong.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:53, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I made a few mistakes when documenting the existing data, which probably threw you guys off. My user page has been updated for 33f. --[[User:Rick|Rick]] 20:41, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, to both of you. I'll have to go over what I was doing when I get home to try and see where I was going wrong.  [[User:Qalnor|Qalnor]] 15:11, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible adjuststart enhancement ==&lt;br /&gt;
Hi!  Merry culturally-appropriate politically-correct generic holiday!&lt;br /&gt;
&lt;br /&gt;
I have found some interesting addresses that work well with adjuststart.&lt;br /&gt;
&lt;br /&gt;
In .33f, the byte at 0078654B holds a constant that is the upper limit that starting skills can be advanced to.  It is normally 5 (proficient).  If you change it to 15, skills can be advanced to legendary.  If you change it to 20, skills can be advanced to legendary+5.&lt;br /&gt;
&lt;br /&gt;
Also in .33f, there's a pair of bytes at 00786466 and 00786608.  If you set both to 0, then the 10 skills per dwarf limit is removed.&lt;br /&gt;
&lt;br /&gt;
I've found equivalant addresses for all the .33 releases.  They're in the memory hacking subpages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding unsigned comment added by [[User:0x517A5D|0x517A5D]] ([[User talk:0x517A5D|talk]]{{!}}[[Special:Contributions/0x517A5D|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Did I not sign that?  Oops.  Well, I was tired.  Thank you, VengefulDonut.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:02, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Very cool, I'll probably add these for the next release then. --[[User:Rick|Rick]] 04:18, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Update of utilities ==&lt;br /&gt;
&lt;br /&gt;
So how much longer do you suppose it might take to transition the utilities to 33f?--[[User:Heliopios|Heliopios]] 13:04, 19 December 2007 (EST)&lt;br /&gt;
:With the .ini method there isnt really a need to rebuild the utilities for 32f. [[User:VengefulDonut|VengefulDonut]] 15:25, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:And how exactly do you use memory.ini?  I've created a new ini file (yes, it's a .ini, not a .ini.txt) and pasted everything under [code] tags for .33f, and lugged it into the dir. with the required executable (heal.exe in this case) but when I run it it still says it was built for .33e. Should I put it somewhere else?  In any case, instructions for use are either inexistent or pretty well hidden here in the wiki.&lt;br /&gt;
:Cheers. [[User:N35t0r|N35t0r]] 21:45, 19 December 2007 (EST)&lt;br /&gt;
::Did you name it &amp;quot;memory.ini&amp;quot;? This worked for me with reveal.exe [[User:VengefulDonut|VengefulDonut]] 01:52, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible INI file syntax change ==&lt;br /&gt;
&lt;br /&gt;
I would like to suggest a change to the format of MEMORY.INI.  Instead of the [generic], [address], and [offset] sections (which in my opinion buy you nothing), I would suggest using sections keyed off the PE header timestamp.  (You have previously indicated that you plan to convert to that method anyway.)  So a sample .INI file might look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;; .33e&lt;br /&gt;
[475B7526]&lt;br /&gt;
MENU_STATE=0x01244654&lt;br /&gt;
FOCUSED_CREATURE=0x00C38540&lt;br /&gt;
CREATURE_VECTOR=0x0141FA40&lt;br /&gt;
MOUSE_X=0x008FE288&lt;br /&gt;
MOUSE_Y=0x008FE28C&lt;br /&gt;
MOUSE_Z=0x008FE290&lt;br /&gt;
MAP_DATA=0x01461560&lt;br /&gt;
MAP_X_COUNT=0x01461578&lt;br /&gt;
MAP_Y_COUNT=0x0146157C&lt;br /&gt;
MAP_Z_COUNT=0x01461580&lt;br /&gt;
STARTING_DWARF_COUNT=0x007893C5&lt;br /&gt;
STARTING_POINT_COUNT=0x0078857A&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308&lt;br /&gt;
CREATURE_X_OFFSET=0x0094&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098&lt;br /&gt;
&lt;br /&gt;
; .33f&lt;br /&gt;
[4763710C]&lt;br /&gt;
MENU_STATE=0x0124565C&lt;br /&gt;
FOCUSED_CREATURE=0x00C39548&lt;br /&gt;
CREATURE_VECTOR=0x01420A48&lt;br /&gt;
MOUSE_X=0x008FF288&lt;br /&gt;
MOUSE_Y=0x008FF28C&lt;br /&gt;
MOUSE_Z=0x008FF290&lt;br /&gt;
MAP_DATA=0x01462568&lt;br /&gt;
MAP_X_COUNT=0x01462580&lt;br /&gt;
MAP_Y_COUNT=0x01462584&lt;br /&gt;
MAP_Z_COUNT=0x01462588&lt;br /&gt;
STARTING_DWARF_COUNT=0x0078A555&lt;br /&gt;
STARTING_POINT_COUNT=0x0078970A&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308&lt;br /&gt;
CREATURE_X_OFFSET=0x0094&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main reason to do this is to allow data for multiple versions to be in the .INI file.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:22, 21 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Agreed, will do this. --[[User:Rick|Rick]] 15:28, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 33g memory.ini ==&lt;br /&gt;
&lt;br /&gt;
0x517A5D looked these up and put them on the 33g memory hacking page, but did not actually put them in here. He copied/pasted from 33f. Mistake? I looked up the dwarf fortress tag and used his values for the ones I could see on the other page he posted (33g memory hacking page) and updated them. It works for reveal, but it's missing FOCUSED_CREATURE and CREATURE_VECTOR because I can't find them.&lt;br /&gt;
--[[User:Paul|Paul]] 15:05, 22 December 2007 (CST)&lt;br /&gt;
:I just cross-referenced those 2 values with the 33f memory location page and updated them. Should work now, though I haven't tested. --[[User:Janus|Janus]] 16:27, 22 December 2007 (EST)&lt;br /&gt;
::The currently listed FOCUSED_CREATURE and CREATURE_VECTOR values don't appear to work. --[[User:Zurai|Zurai]] 22:20, 22 December 2007 (EST)&lt;br /&gt;
:::Hi Zurai.  Do to my blunder, there was a short period where those two values were incorrect.  You probably hit that window.  Check the values in your copy against the ones shown now.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 22 December 2007 (EST)&lt;br /&gt;
::::Heal.exe and warp.exe (only when trying to warp a creature - warp to find the coords of a tile works fine) both give me &amp;quot;An error has occured: please select a unit in 'view units' mode&amp;quot; using FOCUSED_CREATURE=0x00C40540 and CREATURE_VECTOR=0x01427B60, which are the values listed at the time of this writing. I've redownloaded both executables and re-made the ini from scratch, copy-pasting the values from the 33g listing, and it still occurs. Is anyone else having the same issue? Maybe my computer doesn't like heal or warp any more. Reveal works fine, though. --[[User:Zurai|Zurai]] 18:45, 23 December 2007 (EST)&lt;br /&gt;
:Yes, mistake.  Arrgh.  I must have copied from the wrong editor window.  Thank you both.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:08, 22 December 2007 (EST)&lt;br /&gt;
::No worries, and thanks for posting the new memory locations in the first place. I personally was looking forward to that info so I could use reveal.exe to examine potential fortress locations in newly created 33g worlds, so it is much appreciated. --[[User:Janus|Janus]] 18:07, 22 December 2007 (EST)&lt;br /&gt;
::I was all excited when I saw the 33g info up, then went to paste it into my ini and realised the data was the same... I figured you just accidentally pasted the wrong thing in. The only thing I could figure out how to look up was the Dwarf Fortress tag location, so it is appreciated that you looked all the rest up. With the world generation changing, it's nice to have reveal available to search for new sites. [[User:Paul|Paul]] 21:20, 22 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30461</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30461"/>
		<updated>2007-12-23T07:06:24Z</updated>

		<summary type="html">&lt;p&gt;Zurai: Updated Prehistoria download to 0.05a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds several new indoor plans and numerous new outdoor plants.&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod|Botany Mod]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with three Goblin animals.&lt;br /&gt;
&lt;br /&gt;
Does not replace anything.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/Goblinrar/;9175083;/fil Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000094 Forum Post] (See here also for the code for beak dogs that you can bring with you)&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25119</id>
		<title>User talk:Rick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25119"/>
		<updated>2007-12-23T03:20:53Z</updated>

		<summary type="html">&lt;p&gt;Zurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requests ==&lt;br /&gt;
Hey there. Thanks for writing reveal.exe. It's made my dwarves' lives so much easier!&lt;br /&gt;
&lt;br /&gt;
Do you take requests?&lt;br /&gt;
&lt;br /&gt;
And is this the right place to ask? [[User:Runspotrun|Runspotrun]] 20:32, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, and yes. --[[User:Rick|Rick]] 20:49, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent! Now, I don't know how many people would use it, but I'd love to see a utility that would allow me to choose the temperature/forest/shrub/surroundings/neighbours when starting out. I like to stick to the same sort of areas, but it can be a pain finding them on the map - if they exist at all. Problem is, I think most people take what they're given, region-wise... so I don't think it'd have much of an audience. What do you think? [[User:Runspotrun|Runspotrun]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Er, I haven't just described startpoints.exe, have I? [[User:Runspotrun|Runspotrun]] 21:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're not averse to requests...  A utility to activate the subterranean flag on indoor areas would be awesome for those of us who'd like to build surface castles in cold/freezing terrain without our dwarves dying of frostbite.  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd like a rock/gem/ore tool. Would be really neat. Especially the ore/gem one. Also, maybe water/magma creation tools if possible?--[[User:Spelguru|Spelguru]] 01:29, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Something similar to the old skills.exe would be great! --[[User:Vanan|Vanan]] 11:44, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What I'd like is some way to search for a particular tile on the map.  Probably the easiest thing for you to code is to have reveal.exe have an option where it prints the map data to a file in some simple text format (Just a simple list of 'Z,X,Y &amp;quot;tile code&amp;quot;' would be sufficient.  mapping what tiles have what value would be nice, but not necessary.)  I want to answer the question &amp;quot;Is the raw material for the item the possessed dwarf is asking for somewhere on my map, and if so, where?&amp;quot;  --[[User:Warnold|Warnold]] 23:08, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I would like to request something that teleports items. --[[User:Demosthenes|Demosthenes]] 02:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Is it possible for a utility to remove excess stone? (name and amount in command line) --[[User:Jackard|Jackard]] 07:35, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wild Praise ==&lt;br /&gt;
Thank you so much for your incredible work! Your applications add so much fun to the game! --[[User:Vanan|Vanan]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Astonishing response time for 33e!  --[[User:Geofferic|Geofferic]] 01:04, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== In reply to ==&lt;br /&gt;
Your statement to me on my page, &amp;quot;Don't subject your opinion unto others. (Though I think you were just trying to be funny...) --Rick 03:54, 31 October 2007 (EDT)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course I was. But some people have no real sense of humor. &lt;br /&gt;
&lt;br /&gt;
Also, some people believe they can do things they tell others NOT to do. Your statement is a perfect example of this. You tell me not to subject others to MY opinion, but in doing so you are subjecting me to YOUR opinion. Oh yes, you are one of the VIPs in the DF community, because you wrote a couple utilities. So I suppose I should be humble in your presence, and bow to someone so great. I would do that, but when I bow, I do it facing AWAY from that person, and I drop my trousers at the same time. Still want me to bow to your greatness?&lt;br /&gt;
&lt;br /&gt;
I read other contributions here that voice their opinions the same as I did. I wonder if you said the same thing to all of them as well? Tho since I was able to read the pages they wrote, you clearly did not delete their words as you did mine. And while other entries I made were either deleted or edited, as I expected them to be, since I am not a great wiki writer, you were the only one to send me a somewhat nasty note. &lt;br /&gt;
&lt;br /&gt;
Think whatever you like of me, but at least I was contributing, and trying to give a few smiles along the way. Seems to me tho, that DF is fun, and it's wiki should be too. And, from other pages I read, others feel the same way I do. Maybe you should take a look around at some of their pages, and lighten up yourself a bit? Maybe trade with the elves for a tame blue jay, and drop it down your shorts. If that doesnt get a giggle out of you, maybe you should go join the undead at one of their ruins?&lt;br /&gt;
&lt;br /&gt;
: Wow, way to blow up that up, I was just jesting. I think I'll leave your words here, [[User:Darknight|Darknight]]. --[[User:Rick|Rick]] 19:25, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Oh, and for the record, I did not remove your message, someone else did that. Check the page history. --[[User:Rick|Rick]] 19:29, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== heal.exe bug? ==&lt;br /&gt;
&lt;br /&gt;
Hmm... I've found that heal -hurt doesn't work on fire men, at least in 33b. It sets all their body parts to red, but the fire man just keeps wandering around and scaring my poor witless dwarves. I haven't found a living fire man yet in 33c so I can't check. [[User:Runspotrun|Runspotrun]] 06:59, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Are firemen immune to pain? Hurt just nukes bodyparts, not kills creatures, most creatures who feel pain will die from that, but I guess ones who don't won't. --[[User:Rick|Rick]] 12:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Just checked - yes they are. That'd explain it then, ta. [[User:Runspotrun|Runspotrun]] 14:38, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== INI? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone see anything obviously wrong about this? I used various comparisons to come to these values (as well as what the hex fellow posted in the memory hacking section), and editing them as such into the reveal.exe allowed me to get that program to function, but the ini isn't reenabling the executables on its own:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[address]&lt;br /&gt;
DWARF_FORTRESS=0x0089C414 ; correct&lt;br /&gt;
MENU_STATE=0x0124565C ; maybe&lt;br /&gt;
FOCUSED_CREATURE=0x00C39548 ; correct&lt;br /&gt;
CREATURE_VECTOR=0x01420A48 ; correct&lt;br /&gt;
MOUSE_X=0x008FF290 ; pretty sure should be 008FF288&lt;br /&gt;
MOUSE_Y=0x008FF294 ; pretty sure should be 008FF28C&lt;br /&gt;
MOUSE_Z=0x008FF298 ; pretty sure should be 008FF290&lt;br /&gt;
MAP_DATA=0x01462568 ; correct&lt;br /&gt;
MAP_X_COUNT=0x01462580 ; correct&lt;br /&gt;
MAP_Y_COUNT=0x01462584 ; correct&lt;br /&gt;
MAP_Z_COUNT=0x01462588 ; correct&lt;br /&gt;
STARTING_DWARF_COUNT=0x0078A54E ; wrong.  0078A554 (value actually is dword at 0078A555)&lt;br /&gt;
STARTING_POINT_COUNT=0x00789703 ; correct (value actually is word at 0078970A)&lt;br /&gt;
&lt;br /&gt;
[offset]&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260 ; dunno&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660 ; dunno&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000 ; yes&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308 ; probably&lt;br /&gt;
CREATURE_X_OFFSET=0x0094 ; probably&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096 ; probably&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098 ; probably&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Qalnor|Qalnor]] 14:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I commented the above.  none of the corrections should affect reveal.  I don't know what's going wrong.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:53, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I made a few mistakes when documenting the existing data, which probably threw you guys off. My user page has been updated for 33f. --[[User:Rick|Rick]] 20:41, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, to both of you. I'll have to go over what I was doing when I get home to try and see where I was going wrong.  [[User:Qalnor|Qalnor]] 15:11, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible adjuststart enhancement ==&lt;br /&gt;
Hi!  Merry culturally-appropriate politically-correct generic holiday!&lt;br /&gt;
&lt;br /&gt;
I have found some interesting addresses that work well with adjuststart.&lt;br /&gt;
&lt;br /&gt;
In .33f, the byte at 0078654B holds a constant that is the upper limit that starting skills can be advanced to.  It is normally 5 (proficient).  If you change it to 15, skills can be advanced to legendary.  If you change it to 20, skills can be advanced to legendary+5.&lt;br /&gt;
&lt;br /&gt;
Also in .33f, there's a pair of bytes at 00786466 and 00786608.  If you set both to 0, then the 10 skills per dwarf limit is removed.&lt;br /&gt;
&lt;br /&gt;
I've found equivalant addresses for all the .33 releases.  They're in the memory hacking subpages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding unsigned comment added by [[User:0x517A5D|0x517A5D]] ([[User talk:0x517A5D|talk]]{{!}}[[Special:Contributions/0x517A5D|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Did I not sign that?  Oops.  Well, I was tired.  Thank you, VengefulDonut.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:02, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Very cool, I'll probably add these for the next release then. --[[User:Rick|Rick]] 04:18, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Update of utilities ==&lt;br /&gt;
&lt;br /&gt;
So how much longer do you suppose it might take to transition the utilities to 33f?--[[User:Heliopios|Heliopios]] 13:04, 19 December 2007 (EST)&lt;br /&gt;
:With the .ini method there isnt really a need to rebuild the utilities for 32f. [[User:VengefulDonut|VengefulDonut]] 15:25, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:And how exactly do you use memory.ini?  I've created a new ini file (yes, it's a .ini, not a .ini.txt) and pasted everything under [code] tags for .33f, and lugged it into the dir. with the required executable (heal.exe in this case) but when I run it it still says it was built for .33e. Should I put it somewhere else?  In any case, instructions for use are either inexistent or pretty well hidden here in the wiki.&lt;br /&gt;
:Cheers. [[User:N35t0r|N35t0r]] 21:45, 19 December 2007 (EST)&lt;br /&gt;
::Did you name it &amp;quot;memory.ini&amp;quot;? This worked for me with reveal.exe [[User:VengefulDonut|VengefulDonut]] 01:52, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible INI file syntax change ==&lt;br /&gt;
&lt;br /&gt;
I would like to suggest a change to the format of MEMORY.INI.  Instead of the [generic], [address], and [offset] sections (which in my opinion buy you nothing), I would suggest using sections keyed off the PE header timestamp.  (You have previously indicated that you plan to convert to that method anyway.)  So a sample .INI file might look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;; .33e&lt;br /&gt;
[475B7526]&lt;br /&gt;
MENU_STATE=0x01244654&lt;br /&gt;
FOCUSED_CREATURE=0x00C38540&lt;br /&gt;
CREATURE_VECTOR=0x0141FA40&lt;br /&gt;
MOUSE_X=0x008FE288&lt;br /&gt;
MOUSE_Y=0x008FE28C&lt;br /&gt;
MOUSE_Z=0x008FE290&lt;br /&gt;
MAP_DATA=0x01461560&lt;br /&gt;
MAP_X_COUNT=0x01461578&lt;br /&gt;
MAP_Y_COUNT=0x0146157C&lt;br /&gt;
MAP_Z_COUNT=0x01461580&lt;br /&gt;
STARTING_DWARF_COUNT=0x007893C5&lt;br /&gt;
STARTING_POINT_COUNT=0x0078857A&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308&lt;br /&gt;
CREATURE_X_OFFSET=0x0094&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098&lt;br /&gt;
&lt;br /&gt;
; .33f&lt;br /&gt;
[4763710C]&lt;br /&gt;
MENU_STATE=0x0124565C&lt;br /&gt;
FOCUSED_CREATURE=0x00C39548&lt;br /&gt;
CREATURE_VECTOR=0x01420A48&lt;br /&gt;
MOUSE_X=0x008FF288&lt;br /&gt;
MOUSE_Y=0x008FF28C&lt;br /&gt;
MOUSE_Z=0x008FF290&lt;br /&gt;
MAP_DATA=0x01462568&lt;br /&gt;
MAP_X_COUNT=0x01462580&lt;br /&gt;
MAP_Y_COUNT=0x01462584&lt;br /&gt;
MAP_Z_COUNT=0x01462588&lt;br /&gt;
STARTING_DWARF_COUNT=0x0078A555&lt;br /&gt;
STARTING_POINT_COUNT=0x0078970A&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308&lt;br /&gt;
CREATURE_X_OFFSET=0x0094&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main reason to do this is to allow data for multiple versions to be in the .INI file.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:22, 21 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Agreed, will do this. --[[User:Rick|Rick]] 15:28, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 33g memory.ini ==&lt;br /&gt;
&lt;br /&gt;
0x517A5D looked these up and put them on the 33g memory hacking page, but did not actually put them in here. He copied/pasted from 33f. Mistake? I looked up the dwarf fortress tag and used his values for the ones I could see on the other page he posted (33g memory hacking page) and updated them. It works for reveal, but it's missing FOCUSED_CREATURE and CREATURE_VECTOR because I can't find them.&lt;br /&gt;
--[[User:Paul|Paul]] 15:05, 22 December 2007 (CST)&lt;br /&gt;
:I just cross-referenced those 2 values with the 33f memory location page and updated them. Should work now, though I haven't tested. --[[User:Janus|Janus]] 16:27, 22 December 2007 (EST)&lt;br /&gt;
::The currently listed FOCUSED_CREATURE and CREATURE_VECTOR values don't appear to work. --[[User:Zurai|Zurai]] 22:20, 22 December 2007 (EST)&lt;br /&gt;
:Yes, mistake.  Arrgh.  I must have copied from the wrong editor window.  Thank you both.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:08, 22 December 2007 (EST)&lt;br /&gt;
::No worries, and thanks for posting the new memory locations in the first place. I personally was looking forward to that info so I could use reveal.exe to examine potential fortress locations in newly created 33g worlds, so it is much appreciated. --[[User:Janus|Janus]] 18:07, 22 December 2007 (EST)&lt;br /&gt;
::I was all excited when I saw the 33g info up, then went to paste it into my ini and realised the data was the same... I figured you just accidentally pasted the wrong thing in. The only thing I could figure out how to look up was the Dwarf Fortress tag location, so it is appreciated that you looked all the rest up. With the world generation changing, it's nice to have reveal available to search for new sites. [[User:Paul|Paul]] 21:20, 22 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30456</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30456"/>
		<updated>2007-12-04T20:06:38Z</updated>

		<summary type="html">&lt;p&gt;Zurai: updated Prehistoria download to point to the new version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds several new indoor plans and numerous new outdoor plants.&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod|Botany Mod]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+003azip/;9189944;/fileinfo.html Version 0.03a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with three Goblin animals.&lt;br /&gt;
&lt;br /&gt;
Does not replace anything.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/Goblinrar/;9175083;/fil Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000094 Forum Post] (See here also for the code for beak dogs that you can bring with you)&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30453</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30453"/>
		<updated>2007-12-03T16:27:01Z</updated>

		<summary type="html">&lt;p&gt;Zurai: Added link to Prehistoria post on B12 forums&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds several new indoor plans and numerous new outdoor plants.&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod|Botany Mod]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures.&lt;br /&gt;
&lt;br /&gt;
[http://dodownload.filefront.com/9121933//1cf4a7ea5979db4b2b7fe2f558971387fd6228fe1ff6c301abad59e5bb7b894ddc86b25be81158cc Version 0.02 alpha]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10055</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10055"/>
		<updated>2007-11-11T02:05:24Z</updated>

		<summary type="html">&lt;p&gt;Zurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3439</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3439"/>
		<updated>2007-11-11T02:02:19Z</updated>

		<summary type="html">&lt;p&gt;Zurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nobles are dwarves that have special duties in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[Room#Room_grades|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
These are nobles you can appoint through the Nobles &amp;amp; Administrators Screen.&lt;br /&gt;
&lt;br /&gt;
* [[Expedition leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]]. Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&amp;lt;br /&amp;gt;Note that if there is no obvious candidate for Expedition Leader, it is chosen randomly. Additionally, if your Expedition Leader is slain and you do not choose a new one, a random dwarf will be volunteered for the job after about half a season.&lt;br /&gt;
** [[Mayor]]: Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: Utilizes the [[appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost manager]]: Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
** Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
** [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
There is substantial overlap between the expedition leader and the outpost broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in immigration waves and cannot be appointed by the player.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for animals and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
&lt;br /&gt;
* [[Philosopher]]: Has no labor options turned on, but has no requirements and makes no mandates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10054</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10054"/>
		<updated>2007-11-11T01:55:25Z</updated>

		<summary type="html">&lt;p&gt;Zurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philospher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10053</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10053"/>
		<updated>2007-11-11T01:52:53Z</updated>

		<summary type="html">&lt;p&gt;Zurai: /* Room requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10052</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10052"/>
		<updated>2007-11-11T01:51:50Z</updated>

		<summary type="html">&lt;p&gt;Zurai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Philospher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version.&lt;/div&gt;</summary>
		<author><name>Zurai</name></author>
	</entry>
</feed>