@ -1,42 +1,69 @@
-- Holds custom descriptions for view-item-info
-- By PeridexisErrant
-- Each line near the bottom has 53 characters of room until
-- it starts clipping over the UI in an ugly fashion.
-- For proper spacing, 50 characters is the maximum.
-- Descriptions which aren't pushed down the page by
-- barrel contents or such line up with the UI on the
-- 11th line down. There is room for a 10th long line
-- without clipping, but stopping at 9 leaves enough space
-- for ideal legibility.
-- The following people contributed descriptions:
-- Raideau, PeridexisErrant, /u/Puffin4Tom, /u/KroyMortlach
-- /u/genieus, /u/TeamsOnlyMedic, /u/johny5w, /u/DerTanni
-- /u/schmee101, /u/coaldiamond, /u/stolencatkarma, /u/sylth01
-- /u/MperorM, /u/SockHoarder, /u/_enclave_, WesQ3
-- /u/Xen0nex, /u/Jurph
if not moduleMode then
print ( " scripts/item-descriptions.lua is a content library; calling it does nothing. " )
end
--[[
local help --[[
This script has a single function : to return a custom description for every
vanilla item in the game .
Having this as a separate script to " view-item-info.lua " allows either mods
to partially or fully replace the content .
If " raw/scripts/item-descriptions.lua " exists , it will entirely replace this one .
Instead , use " raw/scripts/more-item-descriptions.lua " to add content , or replace
Instead , mods should use " raw/scripts/more-item-descriptions.lua " to add content or replace
descriptions on a case - by - case basis . If an item description cannot be found in
the latter script , view - item - info will fall back to the former .
Lines should be about 70 characters for consistent presentation and to fit
on - screen . Logical sections can be separated by an empty line ( " " ) .
Text blocks should use identical indentation to make formatting clearly visible .
All described vanilla item IDs :
" ANVIL " , " ARMORSTAND " , " BARREL " , " BED " , " BIN " , " BLOCKS " , " BOX " , " BUCKET " , " ITEM_AMMO_ARROWS " , " ITEM_AMMO_BOLTS " , " ITEM_ARMOR_LEATHER " , " ITEM_WEAPON_PICK " , " ITEM_WEAPON_AXE_BATTLE " , " ITEM_WEAPON_AXE_TRAINING " , " SLAB " , " TRAPPARTS "
Remaining item IDs :
" AMULET " , " ANIMALTRAP " , " BACKPACK " , " BALLISTAARROWHEAD " , " BALLISTAPARTS " , " BAR " , " BOOK " , " BOULDER " , " BRACELET " , " CABINET " , " CAGE " , " CATAPULTPARTS " , " CHAIN " , " CHAIR " , " CLOTH " , " COFFIN " , " COIN " , " CROWN " , " CRUTCH " , " DOOR " , " EARRING " , " FIGURINE " , " FLASK " , " FLOODGATE " , " GOBLET " , " GRATE " , " HATCH_COVER " , " ITEM_ARMOR_BREASTPLATE " , " ITEM_ARMOR_CAPE " , " ITEM_ARMOR_CLOAK " , " ITEM_ARMOR_COAT " , " ITEM_ARMOR_DRESS " , " ITEM_ARMOR_MAIL_SHIRT " , " ITEM_ARMOR_ROBE " , " ITEM_ARMOR_SHIRT " , " ITEM_ARMOR_TOGA " , " ITEM_ARMOR_TUNIC " , " ITEM_ARMOR_VEST " , " ITEM_FOOD_BISCUITS " , " ITEM_FOOD_ROAST " , " ITEM_FOOD_STEW " , " ITEM_GLOVES_GAUNTLETS " , " ITEM_GLOVES_GLOVES " , " ITEM_GLOVES_MITTENS " , " ITEM_HELM_CAP " , " ITEM_HELM_HELM " , " ITEM_HELM_HOOD " , " ITEM_HELM_MASK " , " ITEM_HELM_SCARF_HEAD " , " ITEM_HELM_TURBAN " , " ITEM_HELM_VEIL_FACE " , " ITEM_HELM_VEIL_HEAD " , " ITEM_INSTRUMENT_DRUM " , " ITEM_INSTRUMENT_FLUTE " , " ITEM_INSTRUMENT_HARP " , " ITEM_INSTRUMENT_PICCOLO " , " ITEM_INSTRUMENT_TRUMPET " , " ITEM_PANTS_BRAIES " , " ITEM_PANTS_GREAVES " , " ITEM_PANTS_LEGGINGS " , " ITEM_PANTS_LOINCLOTH " , " ITEM_PANTS_PANTS " , " ITEM_PANTS_SKIRT " , " ITEM_PANTS_SKIRT_LONG " , " ITEM_PANTS_SKIRT_SHORT " , " ITEM_PANTS_THONG " , " ITEM_SHIELD_BUCKLER " , " ITEM_SHIELD_SHIELD " , " ITEM_SHOES_BOOTS " , " ITEM_SHOES_BOOTS_LOW " , " ITEM_SHOES_CHAUSSE " , " ITEM_SHOES_SANDAL " , " ITEM_SHOES_SHOES " , " ITEM_SHOES_SOCKS " , " ITEM_SIEGEAMMO_BALLISTA " , " ITEM_TOOL_BOWL " , " ITEM_TOOL_CAULDRON " , " ITEM_TOOL_FORK_CARVING " , " ITEM_TOOL_HIVE " , " ITEM_TOOL_HONEYCOMB " , " ITEM_TOOL_JUG " , " ITEM_TOOL_KNIFE_BONING " , " ITEM_TOOL_KNIFE_CARVING " , " ITEM_TOOL_KNIFE_MEAT_CLEAVER " , " ITEM_TOOL_KNIFE_SLICING " , " ITEM_TOOL_LADLE " , " ITEM_TOOL_LARGE_POT " , " ITEM_TOOL_MINECART " , " ITEM_TOOL_MORTAR " , " ITEM_TOOL_NEST_BOX " , " ITEM_TOOL_PESTLE " , " ITEM_TOOL_POUCH " , " ITEM_TOOL_SCALE_SHARD " , " ITEM_TOOL_STEPLADDER " , " ITEM_TOOL_WHEELBARROW " , " ITEM_TOY_AXE " , " ITEM_TOY_BOAT " , " ITEM_TOY_HAMMER " , " ITEM_TOY_MINIFORGE " , " ITEM_TOY_PUZZLEBOX " , " ITEM_TRAPCOMP_ENORMOUSCORKSCREW " , " ITEM_TRAPCOMP_GIANTAXEBLADE " , " ITEM_TRAPCOMP_LARGESERRATEDDISC " , " ITEM_TRAPCOMP_MENACINGSPIKE " , " ITEM_TRAPCOMP_SPIKEDBALL " , " ITEM_WEAPON_AXE_GREAT " , " ITEM_WEAPON_BLOWGUN " , " ITEM_WEAPON_BOW " , " ITEM_WEAPON_CROSSBOW " , " ITEM_WEAPON_DAGGER_LARGE " , " ITEM_WEAPON_FLAIL " , " ITEM_WEAPON_HALBERD " , " ITEM_WEAPON_HAMMER_WAR " , " ITEM_WEAPON_MACE " , " ITEM_WEAPON_MAUL " , " ITEM_WEAPON_MORNINGSTAR " , " ITEM_WEAPON_PIKE " , " ITEM_WEAPON_SCIMITAR " , " ITEM_WEAPON_SCOURGE " , " ITEM_WEAPON_SPEAR " , " ITEM_WEAPON_SPEAR_TRAINING " , " ITEM_WEAPON_SWORD_2H " , " ITEM_WEAPON_SWORD_LONG " , " ITEM_WEAPON_SWORD_SHORT " , " ITEM_WEAPON_SWORD_SHORT_TRAINING " , " ITEM_WEAPON_WHIP " , " MEAT " , " MILLSTONE " , " ORTHOPEDIC_CAST " , " PIPE_SECTION " , " QUERN " , " QUIVER " , " RING " , " ROCK " , " ROUGH " , " SCEPTER " , " SKIN_TANNED " , " SMALLGEM " , " SPLINT " , " STATUE " , " TABLE " , " THREAD " , " TOTEM " , " TRACTION_BENCH " , " WEAPONRACK " , " WINDOW " , " WOOD "
] ]
-- see http://dwarffortresswiki.org/index.php/cv:Item_token
descriptions = {
AMULET = { " An item of jewellery worn around the neck for it's aesthetic value. " ,
" An amulet does not interfere with wearing other equipment. " } ,
ANIMALTRAP = {
" This tiny trap is used by your trappers to catch vermin. Some dwarves " ,
" like vermin as pets - if your cats don't get them first. May be built " ,
" from wood or metal. Catching vermin requires trap to be set with bait. " } ,
ANVIL = { " An essential component of the forge. " } ,
ARMORSTAND = {
" A rack for the storage of military equipment, specifically armor. " ,
" It is required by some nobles, and can be used to create a barracks. " } ,
" Barracks may be designated and assigned from them. Military squads " ,
" may use their assigned barracks for training, storage, or sleeping, " ,
" depending on the settings. Some nobles demand an armor stand of " ,
" their own. " } ,
BACKPACK = { " A backpack can be used by militia to carry rations in the field. " ,
" In Adventure mode, backpacks can be used to carry more equipment. " } ,
BALLISTAARROWHEAD = {
" The arrowtip used to create metal ballista arrows in a siege workshop. " } ,
BALLISTAPARTS = {
" Three of these can be used to construct a Ballista. " } ,
BAR = { " A small ingot made of metal, fuel, ash, or soap, made to facilitate " ,
" stacking and storage. Aside from the uses unique to each material, bars " ,
" of any type can also be used as building materials in place of blocks. " ,
" " ,
" Metal bars are used with fuel at a Metalsmith's Forge to make metal " ,
" goods and decorations. Fuel is used at furnaces and workshops requiring " ,
" intense heat, with the exception of magma furnaces or a Wood Furnace. " ,
" Soap is used by hospitals to greatly reduce the chance of infected " ,
" wounds, and rarely used by individual dwarves to clean themselves or " ,
" surrounding tiles. Ash is processed at an Ashery to make potash or lye, " ,
" potash is used as farm plot fertilizer or made into pearlash, and " ,
" pearlash is used to make clear or crystal glass products. " } ,
BARREL = { " A hollow cylinder with a removable lid. It is used to hold liquids, " ,
" food, and seeds. It can be made from metal or wood, and is replaceable " ,
" with a rock pot. A barrel (or rock pot) is needed to brew drinks. " } ,
@ -62,32 +89,559 @@ descriptions = {
" dwarves to give water to other dwarves, to store lye, and are " ,
" required to build wells and certain workshops. They can be made " ,
" from wood or metal. " } ,
BOOK = { " It's a book. Some books contain the secrets of life and death. " } ,
BOULDER = { " Mining may yield loose stones for industry. There are four categories: " ,
" non-economic stones for building materials, ores for metal industry, " ,
" gems, and special-purpose economic stones like flux, coal and lignite. " } ,
BRACELET = { " A bracelet is an item of jewellery worn on the hands. " } ,
CABINET = { " A place for dwarves to store old clothing, used by any dwarf whose room " ,
" overlaps the cabinet. May be built from wood, stone, metal, or glass. " } ,
CAGE = { " A cage can be made of glass, metal or wood. All materials are equally " ,
" strong as cages can not be broken, however the weight of the material " ,
" affects the time taken to move cages. Cages can be combined with a " ,
" mechanism to create a cage trap. Cages can also be built as furniture, " ,
" after which they can store an infinite number of animals or prisoners. " } ,
CATAPULTPARTS = {
" Three of these can be used to construct a Catapult. " } ,
CHAIN = { " A chain made of metal. A chain or rope is required to build a well. " ,
" Due to the marvels of dwarven engineering, a single chain can be used " ,
" for a well of any depth. Chains are also used to create restraints " ,
" for prisoners or animals. " } ,
CHAIR = { " Furniture used for sitting. Named a chair if made from wood, " ,
" or a throne if made from stone, glass, or metal. Offices may be " ,
" designated and assigned from them. Dwarves will complain if there " ,
" aren't enough chairs in the dining room. " } ,
CLOTH = { " A piece of fabric made from threads of plant fiber, yarn, silk or " ,
" adamantine. Cloth may be dyed. It is used at a Clothier's Workshop to " ,
" make clothing, bags, rope, and decorative sewn images. At a " ,
" Craftsdwarf's Workshop, it can be made into trade goods. Hospitals " ,
" use cloth for wound dressing - though expensive cloth confers no " ,
" benefit. Specific types of cloth can be required by a strange mood. " } ,
COFFIN = { " A final resting place for dwarves. Must be built and assigned before " ,
" burial can occur. Named a coffin when made from stone or glass, " ,
" casket when made from wood, and sarcophagus when made from metal. " ,
" Tombs may be designated and assigned from them. Corpses contained in " ,
" coffins may still reanimate. " } ,
COIN = { " A metal coin, which represents value. Surprisingly useless in trade. " } ,
CROWN = { " A crown may be worn as headgear, or on top of a helmet. Although " ,
" usually just decorative or symbolic, crowns sometimes deflect attacks. " } ,
CRUTCH = { " Item used in health-care. May be made from wood or metal. Given to " ,
" dwarves who receive injuries that impair or prevent normal movement. " ,
" Requires one hand. " } ,
DOOR = { " A barrier that covers a hole in a wall and controls horizontal passage. " ,
" Intelligent creatures can open and close doors as needed. Doors can " ,
" also block the flow of liquids as long as they remain closed. May be " ,
" set as 'locked' to prevent all passage or 'tightly closed' to prevent " ,
" animal passage. Creatures cannot manually open or close doors that are " ,
" mechanically controlled. May be linked via mechanisms to devices such " ,
" as pressure plates and levers. Will become stuck open if an item " ,
" occupies its tile. " } ,
EARRING = { " Earrings are decorative jewellery. Eleven can be worn on each ear. " } ,
FIGURINE = { " A small piece of art carved in the likeness of a creature. " } ,
FLASK = { " A drink container that is worn on the body, keeping the hands free. " ,
" Soldiers and adventurers can carry any drink of their choice in this " ,
" container. Called a flask when made from metal, or a vial when " ,
" made from glass. " } ,
FLOODGATE = {
" A mechanical gate used to control the flow of water. Floodgates are " ,
" initially closed when installed, and must be linked to a lever or " ,
" pressure plate in order to be either opened or closed. Furniture for " ,
" blocking horizontal passage. It is built as a solid tile and may be " ,
" linked via mechanism to devices such as pressure plates and levers. " ,
" When activated, the floodgate will disappear. Will become stuck open " ,
" if an item occupies its tile. " } ,
GOBLET = { " A small drink container that is held in one hand. " } ,
GRATE = { " A barrier with small openings, grates block solid objects and " ,
" creatures - but not line of sight, liquids, or projectiles. Grates can " ,
" be installed vertically on a floor, or horizontally over open space. " ,
" Grates can be retracted if they are mechanically linked to a lever or " ,
" pressure plate. Grates are not stable enough to support constructions. " } ,
HATCH_COVER = {
" A barrier that covers a hole in the floor. A hatch cover acts like a " ,
" door, but placed over a vertical opening. Hatches can also cover carved " ,
" stairways and ramps. Hatches can be linked to mechanical controls. " ,
" Creatures cannot manually open or close hatches that are mechanically " ,
" controlled. They may also be set as 'locked' to prevent all passage or " ,
" 'tightly closed' to prevent animal passage. " } ,
ITEM_AMMO_ARROWS = {
" Ammunition for bows, which are primarily used by elves. " } ,
ITEM_AMMO_BOLTS = {
" Ammunition for crossbows, which are a dwarf's preferred ranged weapon. " ,
" It is not recommended to store bolts in bins, due to pickup bugs. " } ,
ITEM_ARMOR_BREASTPLATE = {
" A breastplate is a piece of plate armor that covers the upper body and " ,
" the lower body. It is usually worn in the armor layer. " } ,
ITEM_ARMOR_CAPE = {
" A (cool-looking) cape. Protects the chest. " } ,
ITEM_ARMOR_CLOAK = {
" A cloth cloak. Protects the face, neck, chest, arms and upper legs. " } ,
ITEM_ARMOR_COAT = {
" A heavy cloth coat. Protects the face, neck, chest, arms and upper legs. " } ,
ITEM_ARMOR_DRESS = {
" A cloth dress. Protects the face, neck, chest, arms and legs. " } ,
ITEM_ARMOR_LEATHER = {
" Leather armor is light and covers both arms and legs " ,
" in addition to body " } ,
ITEM_WEAPON_PICK = {
" The most important item for a beginning fortress, a pick can " ,
" get a party underground. Also crucial mining for stone or " ,
" metals, expansion of living space, and so on. " , " " ,
" A pick is also useful as a weapon, though putting miners in the " ,
" military causes equipment clashes. " } ,
ITEM_ARMOR_MAIL_SHIRT = {
" A chainmail shirt. Protects the face, neck, chest, " ,
" upper arms and upper legs. " } ,
ITEM_ARMOR_ROBE = {
" A cloth robe. Protects the face, neck, chest, arms and legs. " } ,
ITEM_ARMOR_SHIRT = {
" A cloth shirt. Protects the neck, chest and arms. " } ,
ITEM_ARMOR_TOGA = {
" A cloth toga. Protects the face, neck, chest, upper arms and upper legs. " } ,
ITEM_ARMOR_TUNIC = {
" A cloth tunic. Protects the neck, chest and upper arms. " } ,
ITEM_ARMOR_VEST = {
" A cloth vest. Protects the chest. " } ,
ITEM_FOOD_BISCUITS = {
" Biscuits are the lowest tier of meals that can be prepared by your " ,
" dwarves. They are made in a kitchen with the 'Prepare Easy Meal' order " ,
" and use two ingredients. Preparing easy meals is the easiest way to, " ,
" get experience for you cooks, but the larger volume produced means more " ,
" hauling to take them to storage. " } ,
ITEM_FOOD_ROAST = {
" Roasts are the highest tier of meals that can be prepared by your " ,
" dwarves. They are made in a kitchen with the 'Prepare Lavish Meal' " ,
" order, and use four ingredients. As there are more ingredients, there " ,
" is a better chance that a dwarf will like at least one ingredient. " } ,
ITEM_FOOD_STEW = {
" Stews are the middle tier of meals that can be prepared by your " ,
" dwarves. They are made in a kitchen with the 'Prepare Fine Meal' order, " ,
" and use three ingredients. They provide more food than Biscuits, " ,
" but are less valuable than Roasts. " } ,
ITEM_GLOVES_GAUNTLETS = {
" Gauntlets are armor worn on any body part that can grasp, which for " ,
" dwarves are the hands. They are similar to mittens and gloves, but " ,
" act as an armor layer and provide much more protection. Like other " ,
" armor, gauntlets can be made of metal, shell, or bone. " } ,
ITEM_GLOVES_GLOVES = {
" Gloves cover the hands, wrapping each finger and thumb individually " ,
" to preserve the wearer's dexterity at the cost of some warmth " } ,
ITEM_GLOVES_MITTENS = {
" Mittens cover the fingers together and thumb separately, preserving " ,
" the ability to grasp but keeping fingers together for more warmth in " ,
" cold climates " } ,
ITEM_HELM_CAP = {
" A cap covers only the crown of the head. It prevents heat loss through " ,
" a bald pate and protects the skull from falling objects and " ,
" downward strikes. " } ,
ITEM_HELM_HELM = {
" A helm covers the entire face and head. It protects the wearer from " ,
" falling objects and a variety of weapon strikes from all directions. " ,
" Every other type of head covering, save a hood, is worn under a helm " ,
" for padding. " } ,
ITEM_HELM_HOOD = {
" A hood is a soft loose covering for the head and sides of the face. " ,
" It shields the wearer from cold breezes and can cushion blows from " ,
" any direction. It is pulled over the wearer's other headgear, providing " ,
" a final outer layer of protection from the elements. " } ,
ITEM_HELM_MASK = {
" A mask hides the wearer's face from view and protects it from all but " ,
" the most accurate piercing attacks. Some can be carved to present the " ,
" enemy with a more fearsome visage, or to show no face at all. " ,
" Masks are worn underneath other layers of headgear. " } ,
ITEM_HELM_SCARF_HEAD = {
" A head scarf is a loose wrap of cloth or leather that is typically " ,
" worn in hot climates to protect the head from the rays of the sun. " ,
" It provides light cushioning against some blows. " } ,
ITEM_HELM_TURBAN = {
" A turban is a length of cloth or leather that is wrapped many times " ,
" around the head to shield the wearer from the sun's rays and provide " ,
" several layers of insulation. A turban can be pinned or clasped in " ,
" place, or simply folded and tucked into a stable configuration. " } ,
ITEM_HELM_VEIL_FACE = {
" A face veil is a soft covering that protects the lower half of the " ,
" wearer's face, leaving only the eyes to gaze out. It can prevent " ,
" noxious fluids from splashing into the wearer's mouth. " ,
" It is worn under every other layer of headgear. " } ,
ITEM_HELM_VEIL_HEAD = {
" A veil for the whole head is a wall of sheer cloth or finely-punched " ,
" leather extending from above the brow to below the chin, and often hung " ,
" from a more solid cloth headpiece that covers the crown and cheeks. " ,
" It admits some light but almost entirely obscures the wearer's face. " } ,
ITEM_INSTRUMENT_DRUM = {
" Short, wide, and round, this cylindrical percussion instrument can " ,
" play music when banged by one's hands. It is only useful to trade. " } ,
ITEM_INSTRUMENT_FLUTE = {
" This long cylindrical woodwind instrument can make a wide array of " ,
" tones and music when blown into. It is only useful to trade. " } ,
ITEM_INSTRUMENT_HARP = {
" Vaguely triangular in shape, this stringed instrument can play a " ,
" variety of notes by plucking the strings with one's fingers. " ,
" It is only useful to trade. " } ,
ITEM_INSTRUMENT_PICCOLO = {
" Similar to a flute, but smaller and with a higher tone, a piccolo is " ,
" a cylindrical woodwind instrument. It is only useful to trade. " } ,
ITEM_INSTRUMENT_TRUMPET = {
" A dwarven brass instrument - which need not be made of brass. " ,
" It is only useful to trade. " } ,
ITEM_PANTS_BRAIES = {
" Braies are undergarments that cover from the waist to the knees. " ,
" Dwarves cannot craft braies, so they must be obtained through " ,
" other means. " } ,
ITEM_PANTS_GREAVES = {
" Greaves are plated armor meant to protect the lower legs, though " ,
" they are equipped as pants. " } ,
ITEM_PANTS_LEGGINGS = {
" Leggings are garments that cover everything from the waist to the " ,
" ankles, though with a tighter fit than other trousers. " } ,
ITEM_PANTS_LOINCLOTH = {
" Loincloths are draped undergarments meant to cover little more than " ,
" the 'geldables'. Dwarves cannot craft loincloths, so they must be " ,
" obtained through other means. " } ,
ITEM_PANTS_PANTS = {
" Trousers are a garment that covers everything from the waist to the " ,
" ankles. They keep the legs and lower body warm. " } ,
ITEM_PANTS_SKIRT = {
" A skirt is a cone-shaped garment that hangs from the waist, covering " ,
" part of the legs. Its use is more for modesty than protection. " ,
" Dwarves cannot craft skirts, so they must be obtained through other means. " } ,
ITEM_PANTS_SKIRT_LONG = {
" A skirt is a cone-shaped garment that hangs from the waist, covering " ,
" part of the legs. Its use is more for modesty than protection. Long " ,
" skirts fulfil this purpose well. Dwarves cannot craft long skirts, " ,
" so they must be obtained through other means. " } ,
ITEM_PANTS_SKIRT_SHORT = {
" A skirt is a cone-shaped garment that hangs from the waist, covering " ,
" part of the legs. Its use is more for modesty than protection, though " ,
" short skirts offer less in the way of modesty. Dwarves cannot craft " ,
" short skirts, so they must be obtained through other means. " } ,
ITEM_PANTS_THONG = {
" Thongs are strapped undergarments meant to cover little more than " ,
" the 'geldables'. Dwarves cannot craft thongs, so they must be obtained " ,
" through other means. " } ,
ITEM_SHIELD_BUCKLER = {
" A smaller and less protective type of shield. A buckler can be used " ,
" to block attacks, and with skill anything from a goblin axe " ,
" to Dragonfire can be deflected. " } ,
ITEM_SHIELD_SHIELD = {
" Larger and more defensive than a buckler, a full-sized shield can be " ,
" used to block attacks. With skill anything from a goblin axe to " ,
" Dragonfire can be deflected. " } ,
ITEM_SHOES_BOOTS = {
" Boots are more protective kind of shoe, covering from the foot up to " ,
" the knee. " } ,
ITEM_SHOES_BOOTS_LOW = {
" Low boots are more protective kind of shoe, covering from the foot up " ,
" to just past the ankle. " } ,
ITEM_SHOES_CHAUSSE = {
" Chausses are chainmail armor meant to protect the legs, though these " ,
" are equipped as footwear. Dwarves cannot craft chausses, so they " ,
" must be obtained through other means. " } ,
ITEM_SHOES_SANDAL = {
" Sandals are open footwear consisting of soles and some number of " ,
" straps. Dwarves cannot craft sandals, so they must be obtained " ,
" through other means. " } ,
ITEM_SHOES_SHOES = {
" Shoes are closed footwear meant to protect the feet from rough terrain " ,
" and the elements. " } ,
ITEM_SHOES_SOCKS = {
" Socks are tubular articles of clothing, worn on each foot along with " ,
" shoes or other footwear. " } ,
ITEM_SIEGEAMMO_BALLISTA = {
" Ballista ammunition, for an enormous siege weapon. " } ,
ITEM_TOOL_BOWL = {
" Bowls are used to contain individual servings of meals. " ,
" At the moment, dwarves have no use for these. " } ,
ITEM_TOOL_CAULDRON = {
" Cauldrons are large metal pots used to cook meals like soups or stews " ,
" over an open fire. At the moment, dwarves have no use for these. " } ,
ITEM_TOOL_FORK_CARVING = {
" A carving fork typically has only two prongs and is exceptionally long. " ,
" It is used to hold down a piece of cooked meat while using a knife. " } ,
ITEM_TOOL_HIVE = {
" Hives are structures that house colonies of honey bees. To be " ,
" productive, they need to be constructed on an above-ground tile with " ,
" an accessible honey bee colony somewhere on the map. Some time after " ,
" bees are 'installed' by a beekeeper, the hive will be ready to harvest " ,
" or split into new colonies. " } ,
ITEM_TOOL_HONEYCOMB = {
" Honeycomb is an intermediate product of beekeeping, produced along " ,
" with royal jelly when a beekeeper harvests a suitable hive. It must " ,
" be processed by a Presser at a Screw Press to produce honey, which may " ,
" be used in cooking or made into mead and a wax cake, which can be used " ,
" to make low-value crafts. " } ,
ITEM_TOOL_JUG = {
" Jugs are small food storage containers that hold royal jelly, honey, " ,
" or oil. They are used by beekeepers when harvesting suitable hives and " ,
" by pressers when processing honeycomb or seed pastes at a screw press. " } ,
ITEM_TOOL_KNIFE_BONING = {
" A boning knife has a sharp point and narrow blade. It is an excellent " ,
" all-around kitchen knife and decent weapon in a pinch. " } ,
ITEM_TOOL_KNIFE_CARVING = {
" A carving knife is for cutting thin slices of cooked meat for serving. " ,
" It may be useful as an improvised weapon. " } ,
ITEM_TOOL_KNIFE_MEAT_CLEAVER = {
" A meat cleaver is a heavy square-bladed knife for cutting bone and " ,
" meat alike. " } ,
ITEM_TOOL_KNIFE_SLICING = {
" A slicing knife is for cutting thin slices of cooked meat. " } ,
ITEM_TOOL_LADLE = {
" A ladle is a large spoon with a long handle and a deep bowl, " ,
" intended for serving out portions of soups and stews. " } ,
ITEM_TOOL_LARGE_POT = {
" Large pots are storage containers made of any hard material. They " ,
" function identically to barrels when brewing or storing food, while " ,
" being much lighter than barrels made of the same material. " ,
" Unfortunately, they cannot be used when making dwarven syrup or when " ,
" building asheries and dyer's workshops. " } ,
ITEM_TOOL_MINECART = {
" A minecart is a tool for hauling, and can be made from wood or metal. " ,
" " ,
" Minecart systems are the most efficient and most complicated way to " ,
" move items, and can do anything from improving industrial efficiency, " ,
" to transporting magma or launching hundreds of weapons at enemies. " ,
" Misuse may result in horrific injury to drivers and pedestrians. " } ,
ITEM_TOOL_MORTAR = {
" Half of a mortar and pestle, the mortar is a bowl in which to grind " ,
" up plants or other reagents. " } ,
ITEM_TOOL_NEST_BOX = {
" A place for birds to lay eggs. Must be built before use. " ,
" Forbid eggs to hatch into chicks before a dwarf picks them up. " } ,
ITEM_TOOL_PESTLE = {
" Half of a mortar and pestle, the pestle is a stick used to grind up " ,
" plants or other reagents. " } ,
ITEM_TOOL_POUCH = {
" A small bag used to carry a variety of tools. " } ,
ITEM_TOOL_STEPLADDER = {
" A small stepladder. If you have one of these, you can use zones to " ,
" assign your dwarves to pick fruit from certain trees. " } ,
ITEM_TOOL_WHEELBARROW = {
" A small hand-cart with long handles and a single wheel, this " ,
" wheelbarrow makes heavy hauling jobs much more manageable. " } ,
ITEM_TOY_AXE = {
" A small toy axe without an edge. Useless except as a trade good. " } ,
ITEM_TOY_BOAT = {
" A tiny model of a boat. Only good for trade. " } ,
ITEM_TOY_HAMMER = {
" A toy hammer. Its only use is to sell. " } ,
ITEM_TOY_MINIFORGE = {
" A model of a blacksmith's forge that dwarf children love. " ,
" Only useful as a trade good. " } ,
ITEM_TOY_PUZZLEBOX = {
" A perplexing toy that dwarves of all ages enjoy. " ,
" Its only use is as a trade good. " } ,
ITEM_TRAPCOMP_ENORMOUSCORKSCREW = {
" A massive screw-like object. Can be used to make a pump, " ,
" or as a component in a trap. " } ,
ITEM_TRAPCOMP_GIANTAXEBLADE = {
" This massive blade is typically made of metal and can be used in weapon " ,
" traps, swinging once to slice anyone unfortunate enough to activate it. " } ,
ITEM_TRAPCOMP_LARGESERRATEDDISC = {
" Serrated discs are typically made of metal and can be used in weapon " ,
" traps, in which they eviscerate its victims with three powerful slicing " ,
" attacks. Such traps have a tendency to sever multiple body parts and " ,
" make a gigantic mess. " } ,
ITEM_TRAPCOMP_MENACINGSPIKE = {
" Menacing spikes are made of wood or metal and can be used in weapon " ,
" traps or upright spike traps, in which they impale the victim. They " ,
" are especially effective against unarmored foes or, in an upright " ,
" spike trap, anyone falling from great heights. " } ,
ITEM_TRAPCOMP_SPIKEDBALL = {
" This trap component menaces with spikes of wood or metal. It hits three " ,
" times with its spikes, but does not penetrate as deeply as a menacing " ,
" spike. Compared to other trap components, spiked balls are slightly " ,
" more effective against heavily armored foes. They also make for a " ,
" surprisingly valuable trade good, on par with serrated discs. " } ,
ITEM_WEAPON_AXE_BATTLE = {
" A battle axe is an edged weapon: essentially a sharp blade " ,
" mounted along the end of a short and heavy handle. " , " " ,
" mounted along the end of a short and heavy handle. " ,
" " ,
" Dwarves can forge battle axes out of any weapon-grade metal, " ,
" though those with superior edge properties are more effective. " , " " ,
" though those with superior edge properties are more effective. " ,
" " ,
" A battle axe may also be used as a tool for chopping down trees. " } ,
ITEM_WEAPON_AXE_GREAT = {
" This is an axe nearly twice as large as a battle axe. Its size " ,
" makes it unsuitable for a dwarf, but those who can wield it find " ,
" its increased size and weight contribute to its effectiveness. " } ,
ITEM_WEAPON_AXE_TRAINING = {
" As a battleaxe made from wood, this practise weapon is useful for " ,
" training recruits. Thanks to good craftsdwarfship, it can also " ,
" be used to cut down trees. " } ,
ITEM_WEAPON_BLOWGUN = {
" A very simple ranged weapon: blow into one end of the long narrow " ,
" tube, and project a pellet or dart into the body of one's prey. " ,
" If the prey approaches, this blowgun makes a useless melee weapon. " } ,
ITEM_WEAPON_BOW = {
" Bows are the preferred ranged weapon for elves and goblins, and " ,
" shoot arrows as projectiles. As they are a foreign weapon, they " ,
" cannot be made in your fort. In melee, bowmen will use their bow as " ,
" a weapon, training the swordsman skill. " } ,
ITEM_WEAPON_CROSSBOW = {
" The favoured ranged weapon of choice for any dwarf, crossbows can be " ,
" made of wood, bones or metal, and shoot bolts as projectiles. Hunters " ,
" or marks-dwarves that run out of ammunition will use their crossbow " ,
" as a melee weapon, training the hammerdwarf skill. " } ,
ITEM_WEAPON_DAGGER_LARGE = {
" A large dagger is a edge weapon that is essentially just a bit smaller " ,
" than a short sword. It's used for stabbing rather than slashing. Large " ,
" daggers use and train the knife user skill, and are common weapons for " ,
" kobold and goblin thieves. As foreign weapons dwarves cannot forge " ,
" large daggers. " } ,
ITEM_WEAPON_FLAIL = {
" A flail is a blunt weapon that consists of a rounded weight attached to " ,
" a handle by a length of chain. Flails are the same size as a morningstar, " ,
" but have a contact area twice as large as a much larger maul. As foreign " ,
" weapons dwarves cannot forge flails. Flails use and train the " ,
" macedwarf skill. " } ,
ITEM_WEAPON_HALBERD = {
" A halberd is a foreign weapon, and cannot be made by your dwarves. " ,
" Even the largest and strongest dwarves cannot use a halberd, making " ,
" them useless in military terms. They can however be placed in a weapon " ,
" trap or melted down to provide metal bars, redeeming them. " } ,
ITEM_WEAPON_HAMMER_WAR = {
" A war hammer is a blunt weapon that is essentially a hammer with a long " ,
" handle. War hammers use and train the hammerdwarf skill. Dwarves can " ,
" forge war hammers out of any weapons-grade metal, though those with " ,
" higher densities tend to cause more damage. " } ,
ITEM_WEAPON_MACE = {
" A mace is a blunt weapon that consists of a rounded or flanged weight " ,
" mounted on the end of a handle. Despite similarities to a morningstar " ,
" in appearance, a mace is 60% larger and has twice the contact area. " ,
" Maces use and train the macedwarf skill. Dwarves can forge maces out of " ,
" any weapons-grade metal, though those with higher densities " ,
" (like silver) cause more damage. " } ,
ITEM_WEAPON_MAUL = {
" A maul is a blunt weapon that is essentially a very large war hammer, " ,
" similar to a sledgehammer. Mauls are more than three times larger than " ,
" standard war hammers, with a similar 'bash' attack. Mauls also have " ,
" ten times the contact area and greatly reduced penetration, which " ,
" reduces their effectiveness. Mauls use and train the hammerdwarf " ,
" skill. Being foreign weapons, dwarves cannot forge mauls. " } ,
ITEM_WEAPON_MORNINGSTAR = {
" A morningstar is an edged weapon that consists of a spiked ball mounted " ,
" on the end of a handle. Despite similarities to a mace in appearance, " ,
" a morningstar's size and contact area are closer to those of a war " ,
" hammer. Specifically, a morningstar is 25% larger than a war hammer " ,
" with the same contact area, and uses piercing damage to inflict internal " ,
" injuries. Morningstars use and train the macedwarf skill. " } ,
ITEM_WEAPON_PICK = {
" The most important item for a beginning fortress, a pick can " ,
" get a party underground. Also crucial mining for stone or " ,
" metals, expansion of living space, and so on. " ,
" " ,
" A pick is also useful as a weapon, though putting miners in the " ,
" military causes equipment clashes. " } ,
ITEM_WEAPON_PIKE = {
" A pike is a weapon that is essentially a very long spear. " ,
" Pikes use and train the Pikedwarf skill. As foreign weapons, " ,
" dwarves cannot forge pikes. " } ,
ITEM_WEAPON_SCIMITAR = {
" A scimitar is an edged weapon with a curved blade that is very similar " ,
" to a short sword. Scimitars use and train the swordsdwarf skill. " ,
" As foreign weapons dwarves cannot forge scimitars. " } ,
ITEM_WEAPON_SCOURGE = {
" A scourge is an edge weapon that consists of a spike or bladed weight " ,
" on the end of a flexible length of material that can be swung at " ,
" high speed. Scourges are similar to whips, though the whip is a blunt " ,
" weapon with an even smaller contact area.Scourges use and train the " ,
" lasher skill. As foreign weapons dwarves cannot forge scourges. " } ,
ITEM_WEAPON_SPEAR = {
" A pole weapon consisting of a shaft, usually of wood, with a pointed " ,
" head made of metal or just the sharpened end of the shaft itself. " ,
" With the ability to pin opponents, spears are most effective with axe " ,
" or macedwarves for combo attacks. " } ,
ITEM_WEAPON_SPEAR_TRAINING = {
" A wooden training spear, this has no sharp edges and thus presents " ,
" little risk of injury. Military dwarves can become " ,
" attached to them, and refuse to swap them for weapons that cause " ,
" actual injury to your enemies. " } ,
ITEM_WEAPON_SWORD_2H = {
" An enormous sword taller than many humans. Victims may be split in " ,
" two by a single blow, though no dwarf is large enough to wield a " ,
" greatsword and do so. As foreign weapons, dwarves cannot forge them. " } ,
ITEM_WEAPON_SWORD_LONG = {
" A longsword is a classic weapon, consisting of a short handle and a " ,
" long sharp blade. Most dwarves are large enough to use a longsword, " ,
" but as foreign weapons cannot forge them. " } ,
ITEM_WEAPON_SWORD_SHORT = {
" A sword just the right size for dwarves, though small dwarves may " ,
" need both hands. Shortswords can be made from metal at a forge. " } ,
ITEM_WEAPON_SWORD_SHORT_TRAINING = {
" A wooden training sword, this has no sharp edges and thus presents " ,
" little risk of injury. Military dwarves can become " ,
" attached to them, and refuse to swap them for weapons that cause " ,
" actual injury to your enemies. " } ,
ITEM_WEAPON_WHIP = {
" A highly effective weapon known to cause large amounts of pain. " ,
" It cannot be forged by dwarves. " } ,
MEAT = { " Butchering an animal gives meat, the amount depending on the size " ,
" of the butchered animal. Along with plants, meat is the " ,
" backbone of every food industry. " } ,
MILLSTONE = {
" A large grinding stone, used in a mill to produce flour, sugar, and " ,
" dyes much faster than a quern. It is too large to be operated by hand, " ,
" and must be powered for operation. Millstones are made of stone. " } ,
ORTHOPEDIC_CAST = {
" Casts are made from plaster, and are used to keep broken bones in " ,
" place until they are healed. Applying a cast requires a bucket, " ,
" cloth and a water source. " } ,
PIPE_SECTION = {
" An enormous piece of pipe, it is a part of a screw pump. " } ,
QUERN = { " A hand-operated mill for plants, grains, and seeds. It mills plants " ,
" much slower than a millstone. Must be built from stone. " } ,
QUIVER = { " Item used to hold ammunition, made out of leather. Hunting dwarves " ,
" and crossbow dwarves will automatically grab one to store their ammo. " } ,
RING = { " A ring is an item of jewellery, which does not interfere with " ,
" wearing other equipment. Eleven rings can be worn on each finger " ,
" or toe, for a maximum of 220 rings. " } ,
ROCK = { " A small rock, sharpened as a weapon in Adventure mode. " } ,
ROUGH = { " Rough gemstones and raw glass are cut by a Gem Cutter at a Jeweler's " ,
" Workshop into small decorative gems. Sometimes, the gem-cutting job " ,
" results in a craft or large gem that is useless except as a very " ,
" valuable trade good. " } ,
SCEPTER = { " A scepter is a short, ornamental rod or wand typically associated " ,
" with royalty. It's only use is as a trade good. " } ,
SKIN_TANNED = {
" The tanned hide of animals is flexible enough to be made into an " ,
" assortment of goods for military and civilian use. Leather can also " ,
" be used to decorate items with sewn images at a Leather Works. Armor " ,
" and shields made from leather are not terribly effective, but are " ,
" still better than nothing at all. " } ,
SLAB = { " A memorial stone, used to quiet restless ghost when engraved with " ,
" the name of the deceased and built. " } ,
SMALLGEM = { " Cut gemstones and the odd gizzard stone (a product of butchering " ,
" certain species of animals) are used by a Gem Setter to decorate items " ,
" at a Jeweler's Workshop. " } ,
SPLINT = { " Splints are used to immobilise fractured limbs. They are made out of " ,
" wood or metal, and allow dwarves to leave the hospital and continue " ,
" their normal jobs. Splints are applied with the bonedoctor skill. " } ,
STATUE = { " A large piece of art carved in the likeness of a creature. Statues " ,
" can be installed on any open floor space, but cannot share the space " ,
" with creatures. Statues can be used as the focal point of a " ,
" recreational statue garden. Dwarves will admire or revile as they " ,
" pass, depending on the statue and the individual's preferences. " } ,
TABLE = { " A flat-topped piece of furniture useful as a work-surface for a " ,
" scribe or a dining-surface for a hungry dwarf. Typically found in " ,
" shops, dinning rooms, and offices. Dining rooms may be designated and " ,
" assigned from them, though dwarves will complain if there are too few. " } ,
THREAD = { " A small bundle of processed material, ready to be woven into cloth. " ,
" Thread made from animal hair will not be used to make cloth. Thread " ,
" can also be used by doctors to sew wounds shut. It is sourced from " ,
" shearing, plant processing, trade, or web gathering. It can be dyed " ,
" for additional value before being woven. " } ,
TOTEM = { " A carved and polished skull. " } ,
TRACTION_BENCH = {
" A special hospital bed made to secure dwarves with complex or " ,
" overlapping fractures until healed. Patients may need several months " ,
" or more in a traction bench to heal. Constructed from a table, " ,
" a mechanism, and a rope or chain. " } ,
TRAPPARTS = {
" Used to build traps, levers and other machines. " }
" Used to build traps, levers and other machines. " } ,
WEAPONRACK = {
" Furniture used for training. Barracks may be designated and assigned " ,
" from them. Military squads may use their assigned barracks for " ,
" training, storage, or sleeping, depending on the settings. " } ,
WINDOW = { " Furniture used for ambiance. Either made in a glass furnace from glass " ,
" or built on site using three cut gems. While it is treated as a wall, " ,
" it does not support constructions. Passing dwarves will admire them. " } ,
WOOD = { " A porous and fibrous structural tissue found in the stems and roots " ,
" of trees and underground fungus. Wood is renewable and essential for " ,
" numerous industries. It can be made into charcoal, ash for further " ,
" processing, furniture, crafts, tools, some trap components, training " ,
" gear, and (ineffective) weapons and armor. Elves take serious offence " ,
" when wood or wooden items are offered in trade. " }
}