recursal/Fanatic-Fandom huggingface dataset:
Текст

На прошлом конкурсе некоторые участники жаловались, что голосование было слишком сложным. Но мы не ищем лёгких путей! Голосование в этом месяце будет ещё сложнее, так как мы попросим каждого участника выступить в качестве эксперта и не просто выбрать одну из вики, а сравнить их между собой. По счастью, мы не будем требовать объяснений (пока), но хотим от вас честности и объективности.

Вам потребуется сравнить между собой заглавные страницы викироектов, самую популярную страницу и одну из новых страниц (ссылки даны в описании), а также вывести некую "сумму" и сравнить проекты в целом, включая их достижения за последний месяц. В итоге ваш ответ должен выглядеть следующим образом:

* Заглавная: 1-ое место: название вики, 2: название вики, 3: название вики
* Популярная страница: 1-ое место: название вики, 2: название вики, 3: название вики
* Новая страница: 1-ое место: название вики, 2: название вики, 3: название вики
* Общая оценка вики: 1-ое место: название вики, 2: название вики, 3: название вики

Мы понимаем, что это потребует времени, поэтому сократили список номинантов до трёх вики. Вот они:

* Subnautica вики - эта великолепная вики дважды была в номинантах конкурса (последний раз четыре года назад), но пока не побеждала. Мне очень нравятся большие изображения-шаблоны в начале статей. Интересно выглядят. Карантин пошёл вики на пользу. В мае её аудитория выросла в 2 раза, и вики поднялась в Топ-200 рейтинга WAM, обогнав, например, Ведьмак Вики. Минусами вики являются короткое навигационное меню и запутанная Заглавная. Ждём ваших оценок.

**Заглавная - Популярная страница - Новая страница**
* Клуб Романтики вики - этой вики всего 1,5 года, но она уже собирает огромную аудиторию, которая по-прежнему растёт. В мае вики заполучила почти 2 млн. просмотров страниц, а в рейтинге WAM обошла Borderlands Wiki. Изюминкой вики является дизайн заголовков разделов страницы, хотя дизайн в целом - слабоват. Но, по-видимому, вики цепляет совсем не этим. А чем? Заходите на вики и попробуйте выяснить это и оценить!

**Заглавная - Популярная страница - Новая страница**
* Библиотека Лосяша - самая титулованная вики из номинантов. Ей уже удавалось побеждать в конкурсе, но было это ещё в 2013 году. Пришлось ждать новых серий сериала, чтобы поднять интерес к вики - двукратный рост в мае и первое место в рейтинг WAM среди ТВ-проектов на русском языке. Отлично! Вики может похвастаться интересным дизайном, хотя он пока не добрался до всех страниц вики, и большим кол-во страниц в целом, в сравнении с другими номинантами. Из минусов отмечу куцое навигационное меню и также нестабильно-агрессивное сообщество, которое странно наблюдать на вики о мультике. Оцениваем!

**Заглавная - Популярная страница - Новая страница**

Голосовать за номинантов могут только участники, **у кого более 50 правок на ФЭНДОМЕ в целом**.

Победителем конкурса станет вики, которой удастся... А мы не будем раскрывать правила, вот так!

Обсудить участников конкурса и сам конкурс, а также посмотреть ответы на часто задаваемые вопросы, можно в этой теме.
Bunny Meat (Item)

Bunny Meat is the least common Food item in the game, collected by setting up a Bunny Trap and waiting for a Bunny to move into it.

Each bunny meat provides 80 nutrition, which is equivalent to 4 units of Food. Bunny Meat is used both as a Food source and as part the offering at the Claim, to spawn new Dwarves.
Test Page Wiki

130px|link=Легенда об Аанге | 34 статьи с момента открытия 5 сентября 2008 года.

**Об Аватар Вики · Правила вики · Справочные материалы · Администраторы · Шаблоны**

* ... что Корра это первый Аватар - маг металла?
* ... что шрам на лице Лин был получен во время задержания её сестры Су?
* ... что на протяжении сериала Болин пытался завести романы с четырьмя разными девушками?
* ... что организация Дай Ли была создана Аватаром Киоши?
* ... что Суюки ни разу не заговаривала с Катарой и только один раз обратилась к Аангу - когда спросила, не переживает ли он из-за пропажи Аппы?
* ... что по ходу сюжета обоих сериалов три персонажа родились и 20 - умерли, причём трое из умерших "воскресли"?
 **Над выпуском работал участник Glamra**.
Тест Уналака

*Infobox1 - portable:*

* **Desktop:** 70 points, Time to Interactive 7,2 с, **Total Blocking Time 170 мс**, **Largest Contentful Paint 0,9 с**
* **Mobile** 36 points, Time to Interactive 35,9 c, Total Blocking Time 3 300 мс, Largest Contentful Paint 3,2 с

*Infobox2 - old table infobox (with <table> tag):*

* **Desktop:** 61 points, Time to Interactive 7,1 с, Total Blocking Time 360 мс, Largest Contentful Paint 1,1 с
* **Mobile** 41 points, **Time to Interactive 28,4 c**, **Total Blocking Time 2 680 мс**, **Largest Contentful Paint 2,8 с**

*Infobox3 - classic infobox:*

* **Desktop:** 66 points, **Time to Interactive 6,9 с**, Total Blocking Time 220 мс, **Largest Contentful Paint 0,9 с**
* **Mobile** 38 points, Time to Interactive 33,0 c, Total Blocking Time 4 020 мс, **Largest Contentful Paint 2,8 с**
Population Cap

Not Yet Implemented

There are two ways in which creature populations are limited.

## Spring Spirit Capacity

Spawning dwarves (or goblins) from Springs creates a spiritual link between the dwarf and that spring, which is only broken when the dwarf dies. Springs can only sustain 3 dwarf spirits at one time, which means to keep your dwarven forces growing you will have to Claim more Springs.

## Air Supply

The air supply in each map is another limitation to the number of dwarves and goblins that can be spawned. Air supply is determined by how deep underground the map is, and has 3 tiers. In certain circumstances the exact number for the cap may be exceeded without penalty, but Springs will no longer be able to spawn dwarves on the map.

 Tier 2
 Tier 3

The air supply can be boosted a tier by working the Carbon Extractor, but it must be activated continuously using a power source for this effect to apply.
Нихилант

## Индивидуальная информация

### Вооружение

* Электрические шары (30 урона от шара)
* Телепортационные шары

## Игровая информация

### Озвучивание

Майкл Шапиро

1. ↑ *Half-Life 2: Raising the Bar*

**General Gaming**
Atlus •
Bandai Namco •
Capcom •
Data East •
Eighting/Raizing •
Humongous Entertainment •
Idea Factory •
Independent Games •
Jackbox Games •
Japanese PC Games •
JoyMasher •
JumpStart •
Koei •
Konami •
Newgrounds •
Nintendo •
Nitrome •
Pandemic Studios •
PlayStation •
Rare •
Retro Consoles •
Rovio Entertainment •
SEGA •
SNK •
Steam •
Steam Trading Cards •
Squaresoft •
Suda51 •
Softstar •
Taito •
Tamagotchi •
Toaplan •
Ubisoft •
Xbox

*Want your community included? See how!*
HUD and Views

While the current UI serves its purpose, it is only temporary until we have established all the features that require UI components (we realise it needs reworking). We hope to have the UI redesigned for the next major release, taking inspiration from other real time strategy games.

On the right you can see an image of the current Instructions UI which appears at the top of the screen. Beneath that is a sneak peak at our first draft of what the new UI might look like.
Anvil (Construct)

The Anvil is used to bend and shape metals into precise structures. This enables the creation of more complex metal constructs, weapons and armour.

## Requirements

The Anvil is crafted by an engineer using the Stone Cutter and Forge.

The Anvil requires a total of 5 Stone and 5 Iron Bars to craft.

The Anvil is unlocked through the Crafting technology.

## Crafts

The Anvil enables the crafting of the Carbon Extractor, Monument and Ballista.
Carbon Extractor (Construct)

The Carbon Extractor is a construct that crafts Wood out of thin air (technically carbon dioxide), by spinning a turn-handle. This construct is especially useful in lower elevations where no Roots exist. It also has a by-product which is Oxygen, increasing the Population-cap in lower maps (not yet implemented).

## Requirements

The Carbon Extractor is crafted by an engineer using the Anvil.

The Carbon Extractor requires 10 Stone, 2 Iron Bars and 1 Gem to craft.

The Carbon Extractor is unlocked through the Carbon Extractor technology, in the Crafting branch.

## Crafts

The Carbon Extractor enables the crafting of Wood.
Epsteinska imperiet

**Epsteinska imperiet**, även maharadjadömet Sverige-Trondheim-Braunschweig, inklusive hemliga territorier och Ingermanland, var en stat i Skandinavien (senare Skandivien) och på det europeiska fastlandet som existerade fram till Kopekkrisen den 29:e april 2011, endast tre veckor efter inkorporeringen av Kanylien och Urinien som delstater. Upplösningen av imperiet följdes av det Epsteinska inbördeskriget och det andra Biafrakriget. Enda statsöverhuvudet för imperiet var Guy III de Epstein, arvtagare till Braunschweig via dess maharadja och Sverige via Iliana Gädda.

Övergripande statsideologi var *Kopekism*, en tilltro till att ju mindre valörer man hade desto rikare var man. Detta visade sig bli ett problem i efterdyningarna av Harrisburg II-katastrofen när det framkom att man inte blev rikare av att ha mindre träd. Alla vet ju att utan träd kan man inte producera varken plywoodpengar eller träben.

Huvudstad var Kamomilla stad i Trondheims fylke, även om kejsarens residensstad var Hotell Moskva i Nöteborg, inköpt för på tok för mycket plywood, något som ansträngde imperiets ekonomi redan innan Harrisburg II.
Hallucinations

Hallucinations are random occurrences in Four Nights at Furby's and its sequel, The Week at Furby's, and are programmed to occur very rarely throughout the players' night. They were some of the first features programmed into the game, and can only be seen if looked at carefully enough.

## Four Nights at Furby's

### Camera Hallucinations

Camera Hallucinations are when something in the cameras appears slightly different. So far, only the Parts & Service room and the Main Hall have things like this.

* In Parts & Service, If both Furbeen and Furble are lying down, there is a rare occurrence that they can both appear eyeless. In the game's costume files, this is called "Parts & Service, but something terrible has happened...".
* Also in Parts & Service, if Furbeen is the only one in the room, he can rarely be seen looking at the camera, complete with red eyes. This is simply called "Part & Service with Furbeen looking at camera".
* In the Main Hall, there is a rare occurrence that a Black-colored Furby that appears dismantled will appear on the ceiling, with a loud and garbled radio noise playing until you switch cameras. This is actually a teaser for the Week at Furbies, where this furby is a new animatronic.

### FOV Hallucinations

FOV (Field of View) Hallucinations can appear whether or not the cameras are up or down. There are only 3 varieties:

* One with Furble without eyes in a black background, with captions saying "No eyes".
* One with Furbeen with human-like eyes in a grey background, with captions reading "I see you"
* One with Furblue screaming in a white background with captions reading "Here I am". This is also one of Furblue's spoken lines.

## The Week at Furby's

* In The Drive-Thru, if Golden Furby is in the camera, like when he starts, he can rarely be seen looking at the camera.
Bunny Rabbit (Character)

Bunny Rabbits are a neutral character in the game, and cannot be attacked directly. They spawn from Bunny Warrens and their behaviours currently include wandering and fleeing from threats.

Bunny Rabbits can be killed by setting Bunny Traps near them and waiting. When a Bunny Rabbit dies, it leaves behind Bunny Meat, which is the most nutritious food source in the game.
Ballista (Construct)

Ballista is an activated defence that rotates to and fires a bolt at a target, dealing a large amount of damage if it hits. To reload this defence's ammo, select a dwarf and right click the ballista.

## Defence Attributes

 Ranged (Rotating)
 Damage
 Ammo

## Requirements

Ballista is crafted by an engineer using the Forge.

Ballista requires 10 Stone, 4 Iron Bars, 1 Wood and 1 Bolt to craft.

Ballista is unlocked through the Defences technology.
Characters

The term "Character" refers to any creature that shows some kind of intelligence, however little.

## Types of Character

There are currently 3 types of characters in the game, (more are planned):

 Bunny Rabbit

## Character Classes

The more intelligent characters in the game (Dwarves and Goblins) have a number of classes to choose from. A character's class determines what tools he carries around with him and what duties he can perform. There are currently 4 classes in Dwarves of Glistenveld. Classes are not set in stone, you can switch a character's active class by moving him to the Monument building or to any Toolrack, so that he may resupply. A planned feature is to have a levelling system for each character.

## Class Levelling

<Not yet implemented> Each class can be levelled through practice. As a character practices specific tasks, he gains expertise that will unlock new abilities. These abilities will be listed in the individual class pages (once they've passed the first design draft). Keeping track of the levels of all your dwarves can be a cumbersome task, we will be designing a UI for this purpose.
Roots (Scenery)

Roots are a relatively common Natural Resource, and are used as a source of Wood. Roots grow similarly to Mushrooms, and spread out from a source onto neighbouring tiles that have space. Roots can be found within cave walls, and will grow out of them if the wall is exposed. Roots will only spread a certain number of tiles from their source, and will stop growing if they are cut off from their source.

Roots are only found on maps that are close to the surface. In deeper levels, the only way to obtain Wood is either by using a Carbon Extractor or by delivering them from higher maps.

Gathering a tile of roots currently yields 2 Wood.
Burgsviksnazisten

**Burgsviksnazisten** är ett hittills oidentifierad man som tros hushålla på Gotland, men som med anledning av sitt bruk av Gotlandsfärjor tros inte vara bofast.

Denne har vid tillfälle befunnits uttrycka osmakliga åsikter om personer från det forna Sovjetblocket, idag Pepsi-Co Slav Squatting and Drink by Lakeside Inc. Motiveringarna var utfordringen av materiel till soldaterna under andra världskriget ("om min kompis dör kan jag ta hans gevär") och att mannens fruar var tyskor.

Personen sågs sist på en Gotlandsfärja i riktning mot fastlandet. Allmänheten uppmanas än idag att vara på sin vakt.

Burgsviksnazisten är god vän med Quizkampsgrabben och Spatsiba-mannen.
Reedpetal

**Past**:

**Reedpetal** is a golden tabby she-cat.

#### *Dawnflower's Curse*

Reedpetal does not formally appear in *Dawnflower's Curse*, but she is mentioned to have died of greencough when Dawnpaw begs for Pikestar not to die so soon after Reedpetal had.

### In the *Darkening Shadows* Arc

#### *Darkening Shadows*

Reedpetal appears among the StarClan warriors when Dawnflower's patrol visits StarClan. Dawnflower is shocked and excited to see her, and she lovingly nuzzles her daughter. She tells Dawnflower that she and Pikestar are proud of her, and that she wishes she was still with her. Reedpetal promises she is watching over her, and asks her to tell Sorrelpelt the same.

## Trivia

* Kate thinks that if she were alive, Reedpetal would have shredded Beestar for how he treated her daughter.
Water (Scenery)

<icon> Water appears in the game as large bodies that will fill areas of tiles up to a particular depth. Water is an aggravating obstruction for your dwarves, but is also the source of Fish. Currently the only way to cross water is to build a bridge through it, which requires a lot of stone. A couple of other methods may be implemented in the future, such as researching and building rafts, and a particular clan of dwarves may have the ability to swim.
Sverige

*Vidarehänvisar från "Sverige med trä".*

**Sverige**/ˈsværjɛ/ (officiellt **Konungariket Sverige** (info)) är ett nordiskt land på Skandinaviska halvön i Nordeuropa och en del av Skandivien. Sverige har landgräns i väst med Norge, i nordost med Finland samt angränsande territorialvatten till Danmark i sydväst, i Stockholmsregionen mot Urinien och Kanylien, mot Biafra i Västergötland och i Björkhagen samt mot Finland i öst. Landet har kuster mot Bottenviken, Bottenhavet, Ålands hav, Östersjön, Öresund, Kattegatt och Skagerrak.

Sverige har en befolkning ("benvalider") på cirka 8 miljoner invånare och är med en area på 420 435 km² det geografiskt femte största landet i Europa. Riksföreståndare är Karl Nilsson. Landets valuta är Plywoodpengar och den främsta importvaran är trä till eldning och träben. Sveriges import av träben har skapat en bitter konflikt med Maldiverna, som också behöver trä till träpålar för att hindra att vattnet stiger.

Huvudstad var tidigare Stockholm, landets största stad med 1,4 miljoner invånare. Göteborg var landets näst största stad. Efter den stora Kopekkrisen och det andra Biafrakriget bröt sig dock stora delar av Stockholm och Göteborg loss och bildade folkrepublikerna Kanylien och Urinien samt Republiken Biafra. Sveriges huvudstad är nu Karlsborg för den lagstiftande makten, medan regeringen har sitt säte i Gamla Lödöse. Den svenska Folkhälsomyndigheten har å sin sida sitt säte i Konradsberg.
Sprites

The dwarf sprites are the gold standard for the pixel dpi for the sprites in the game. The hexagon tiles are at a scale of 50x40 pixels. You can use this as the template for how big to draw your sprites. A standard sprite config file has the draw scale set to 0.55. This arbitrary-looking number is because the engine doesn't render in accordance with pixels, but instead the hexagon shape's coordinates as integers, and the engine scales efficiently to increments of 0.5.

If you're out though, that's ok! You can set the draw scale to whatever you want!
Debugging (Scripts)

Scripts are somewhat difficult to debug, since they do not have a fully fledged IDE keeping up to date on all the variables that exist. There are things you can do however to help you identify what's going on.

## Print

The following example demonstrates a way of printing out what a particular variable is.

```
print(triggerer);

```

This makes use of the engine's warning feature to send you information in a box. In this example, triggerer can be anything, text, an entity, an instruction.. it will print the input's toString() method if available.

More methods of debugging to come!
Goblin (Character)

Goblins are the primary antagonists in the game. They largely outnumber dwarves, and within a short period of time, will be found scattered throughout the mine networks. Their strongest forces are found closer to the Dwarven city, Glistenborg.

## Goblin Classes

Goblin classes differ from Dwarves, they have the Worker, Hauler, Warrior and Shaman classes. Unlike Dwarves, Goblins can't switch classes at will.

The Worker class performs all the mining, foraging and building work in the game, but they cannot carry any resources.

The Hauler class does all the carrying for the Workers, and is the smallest most evasive class.

The Warrior class patrols and keeps the Workers and Haulers on their toes.

The Shaman class performs all the tech and spawning Goblins, and performs magical chants.

Goblins aren't fully thought out yet, and more detail will continue to be added as time goes on.
Stone Cutter (Construct)

The Stone Cutter is used to craft stone structures that require more intricate tools than a simple hammer.

## Requirements

The Stone Cutter is crafted by an engineer by Hand.

The Stone Cutter requires 5 Stone to craft.

The Stone Cutter is unlocked by default, and requires no technology.

## Crafts

The Stone Cutter enables the crafting of the Forge, Anvil, Dwarf Spring, Bed, Workbench, Flint Shards, Pressure Plate, and Ballista.
Dialog & Interjections (Scripts)

Dialog between characters can bring a world to life, and make it much less of a lonely place.

There are two ways in which dialog might be initiated. As the result of a map event (i.e. a dwarf accidentally steps on a pressure plate, his friend yells "Don't touch that!"); or the player clicks on an NPC to initiate dialog themselves.

## Dialog as an Event

There are three methods that are used for this purpose:

```
startDialogEvent(owner);

```

startDialogEvent will centre the screen on the owner and force the game to pause until the endDialog method is called or there is no more dialog to display.

```
addDialog("dialog", owner);

```

addDialog will display 'dialog' as text on screen, and highlights the owner so the player knows who's talking. If this owner is off-screen, the view will shift until they are on-screen.

```
addInterjection("personality", "dialog");

```

addInterjection will display 'dialog' as text on screen for any of the player's characters with the given personality that are nearby the source of the conversation. They will be highlighted automatically.

```
endDialog();

```

endDialog is an important method, as it ensures any further dialog changes are treated as a separate event.

Below is an example script for an event dialog:

```
startDialogEvent(triggerer);

addDialog("Whoa, sounds like we've got company!");

addInterjection("benevolent", "Let's tread carefully.");

addInterjection("stoic", "Nothing we can't handle.");

addInterjection("rational", "Be careful, we don't know what to expect.");

addInterjection("passionate", "Sounds like someone's in trouble!");

addInterjection("aggressive", "Let's get em!");

endDialog();

```

Note that the code in this script will all be run before the dialog even starts, so you won't be able to have code run after the dialog finishes, except by using the board.runOnNextUpdate method (for now). A few features are planned that will enable you to run code after or between dialogs, but how they'll work hasn't been established yet.

Below is example code for how to use board.runOnNextUpdate (untested):

```
board.runOnNextUpdate.add(new ActionListener(){
	public void actionPerformed(e) {
		//do stuff in here
	}
});

```
Héroes del Olimpo: Guardianes de Sombras

**Héroes del Olimpo: Guardianes de Sombras** es una serie Spin Off de **Las Crónicas del Campamento Mestizo**, claro que sin incluir **Las Pruebas de Apolo** y con otros personajes y sucesos de los libros.

La serie se dio a conocer el 29 de Enero de 2018. Mientras que el primer capítulo planea ser estrenado durante el mes de Febrero.

## Argumento

**Héroes del Olimpo: Guardianes de Sombras**Sigue las aventuras de Landon Cárter, hijo de Poseidón, luego de la Segunda Gigantomaquia. Solo que esta vez se adentrara a un mundo diferente, el cual no sabía que existía ya que los Dioses lo habían mantenido oculto hasta el día de hoy.

Nuevas amenazas le esperán al que salvo al Olimpo de la Segunda Titanomaquia, ahora deberá salvar no solo la Tierra y el Olimpo, sino también ese nuevo mundo, pero, no estará solo ya que contará con el apoyo de nuevos y viajos aliados que le apoyaran en esta nueva aventura por salvar los tres mundos.

## Temporadas

 **Segunda** | ***Las Sombras de los Dioses Egipcios*** | *Una amenaza peor que las anteriores esta por aparecer cuando se involucran a las Sombras de los Dioses Egipcios, pero eso no es todo, pues un enemigo del Futuro Pasado ha regresado dispuesto a hacerse con el poder absoluto.* | * **??/??/18**
Objectives (Scripting)

Objectives are relatively simple to create and maintain from within Map Events scripts or GameScripts.

Commands you need to know are:

```
setObjective("id", "shorttext", "longtext");

completeObjective("id", ticked, alert);

failObjective("id", crossed, alert);

```

## Parameters:

#### setObjective(id, shorttext, longtext);

 shorttext
 longtext

#### completeObjective(id, ticked, alert);

 ticked
 alert

#### failObjective(id, crossed, alert);

 crossed
 alert

## Examples

#### Save Kelgo

In the below example, an objective is added that is un-clickable, since it has no longtext assigned to it.

```
setObjective("saveKelgo", "Save Kelgo from the Goblins!");

```

In the event of Kelgo being saved, the following code should be called:

```
completeObjective("saveKelgo");

```

In the event of Kelgo dying, the following code should be called:

```
failObjective("saveKelgo");

```
Spring (Scenery)

Springs are the Natural Resource responsible for spawning new units. A spring is naturally unclaimed, and requires claiming by placing a Claim on it in order to spawn dwarves. Goblins will also claim springs by placing a Goblin Claim on it.

During this conflict between dwarves and goblins, springs have become a territorial focus, since they are required for building forces.

For more about how to spawn dwarves, see the Claim page.
Mushrooms (Item)

<icon> Mushrooms are the most common Food item in the game, collected from a Mushroom patch, but also provide the least nutrition.

Each mushroom provides 20 nutrition, which is equivalent to 1 unit of Food. Mushrooms are used both as a Food source and as part the offering at the Claim, to spawn new Dwarves.
Variables (Scripting)

In the scripting interface, variables are declared in 2 ways, local and remembered.

## Local Variables

The following code demonstrates how to create, query and then modify a Local variable:

```
var foo = "foo";
if(foo == "foo")
	foo += "bar";

```

The following code is how you debug a variable's value, but will only work for local variables if they are declared earlier within the same function:

```
print(foo); //displays "foobar"

```

Note that once a local variable is declared, you can change its type at any time, by re-assigning it:

```
foo = new Rectangle();

```

## Remembered Variables

Not only are these kind of variables Global, but they will also be saved and loaded automatically with a save-game. This is very important when you need to maintain quest states, or anything else that need to be retained between game sessions.

The following code demonstrates how to create, query and then modify a Remembered variable:

```
game.remember("foobar","foo");
if(foobar == "foo")
	foobar += "bar";

```

Note that after the initial long-winded declaration, the code remains the same, except that foo will now be able to be referenced and queried outside the function, by other scripts and between game-sessions.

The one limitation of Remembered variables is that only certain types can be passed in to game.remember. This is because they will eventually need to be converted into text to be saved with the game data.

Also note that the script editor will allow you to perform the following (bad) code:

```
foo = new Rectangle(); //this is bad if foo is a remembered variable

```

After the above code is executed, the engine will continue to work fine while the game session is running, but it will not save correctly because the type that the variable has changed into is not registered by the engine as a known SaveReferenceable type. We have no control over this, so just please only choose the types below when re-assigning a remembered variable.

### Remembered Variable Types

 Double/Float
 String
 Point
 HexagonPoint
 Entity
 (More to come)

Remembered variables are also displayed in the variable list UI, which you can bring up while the game is running by pressing Ctrl+V.
Buildings

Constructs, otherwise known as buildings, are objects that take up a tile, and are generally static and do not move around the map. You cannot build multiple constructs on a single tile, but certain constructs can receive upgrades (not currently implemented).

Constructs are internally organised into 4 groups: Crafting/Resource Buildings, Platforms, Active Defences, and Triggers.

## Crafting/Resource Buildings

Any construct that is used to craft items, buildings, or hold items, or has some kind of recipe is called a Crafting/Resource Building. Since the crafting recipes and tech requirements for these buildings may vary from one version of the game to another, this information will only be displayed on their individual pages.

 Forge | Hand
 Anvil | Stone Cutter, Forge
 Carbon Extractor | Anvil
 Storage | Hand

## Infrastructure

Any construct that is not for crafting purposes, but instead provides a service is called an Infrastructure Building. Typically infrastructure buildings are unlocked by default.

 Claim | Hand
 Monument | Forge
 Settling Cart | Hand
 Workbench | Stone Cutter

## Defences & Triggers

Any construct that is used to harm or hinder enemies, or is used to activate a defence or trap comes under this category.

 Ballista | Anvil, Forge
 Pressure Plate | Forge, Stone Cutter
 Bunny Trap | Hand
Bed (Construct)

Bed is a platform on which dwarves sleep and recover stamina. This construct provides comfort to your dwarves, enabling them to recover stamina much more efficiently than slumping over onto ragged stone floors.

## Requirements

Bed is crafted by an engineer using the Stone Cutter.

Bed requires 5 Stone, and ? Wood to craft.

Bed is unlocked by default, and requires no technology.
Food

Food is a collection of Items that provide nutrition. 1 Unit of Food provides 20 nutrition. When a Dwarf eats, they can acquire more nutrition than their hunger bar reveals. They will remain full until the excess is depleted. There is no need to micro-manage the eating habits of Dwarves in the current version.

Below is a table of Food items, how many 'Food Units' they're worth, and the nutrition they provide.

 Fish | 2
 Bunny Meat

### Planned Features

Cooking meals is a feature planned for a future release. Having more variety of basic food is also planned.
Dwarf (Character)

Dwarves are the primary race in the game, and are currently the only playable race (though playable Goblins are planned in the future). A Dwarf's base stats differ from goblins in a few ways. They have more hitpoints, deal a bit more damage, but require more resources to breed.

## Dwarf Spawning

Dwarves are not breeded through traditional means. Instead they spring out of special holes in the ground, called Springs.

## Dwarf FAQ

* What is a Dwarf?
	+ A Dwarf is a short, stubby, rounded fellow, typically with a loud mouth and a mighty spirit!
* Do Dwarves exist outside of Glistenveld?
	+ Yes. Glistenveld is just a region or state within which the Dwarven capital sits, Glistenborg! For more information about places, see Lore:World.
* Where do Dwarves come from?
	+ From holes in the ground of course! Specifically, from Springs, when a particular Dwarven ritual is performed.

Developer Link: https://trello.com/c/RFmKGtls
Mushrooms (Scenery)

Mushrooms are the most common-found Natural Resource in the game, and are used as a source of Food. Mushrooms currently have 2 stages in their life-cycle. The first is growth, in which mushrooms spend a long period of time growing from a spore into a fully-fledged mushroom patch. The second is sporing, in which mushrooms spend a short period of time preparing and then generating mushroom spores on neighbouring tiles. This is mushroom's form of reproduction, and mushrooms are the only fully self-sustainable Food source in the game. It also produces the lowest quality food, is relatively slow in generating and is high maintenance.

## Usage & Farming

Picking a mushroom patch yields 5 Mushrooms ready for consumption or re-planting. Mushrooms in raw form provide only a little nourishment for your Dwarves.

Designating a mushroom farming zone will set Foragers to work, catering for the mushrooms, and picking any that are too crowded or too dry to produce spores. In order for Mushrooms to spore, the neighbouring tiles must be cleared of rubble first, which Foragers will do automatically on any tile that is designated as a farming zone. With this in mind, it is probably best not to designate too many extraneous tiles for farming.

You can also pick mushrooms manually by selecting a Forager and using the 'Act' control (defaults to Ctrl+Right Click). You can destroy a mushroom patch using the same 'Act' control, either by selecting a class other than Forager, or performing the Act while the mushroom isn't yet grown.

## Growth & Moisture

Mushrooms grow at a painfully slow rate, taking anywhere from 8-12 minutes to grow from a spore into a fully grown patch. Mushrooms not yet fully grown yield nothing when picked, but can be destroyed to make space if required. Spreading mushroom farms about the map in moisture-rich locations is probably a good strategy, but has a longer walking time between jobs. Note: Moisture is not yet implemented.

## Crowding & Lack of Moisture

When a mushroom patch has 3 neighbouring tiles, also with mushroom patches, the patch becomes 'crowded' and will no longer produce spores. This is the best time for a mushroom to be picked, since it will no longer reproduce.

Mushrooms absorb moisture from the area in order to grow and produce spores. Based underground, water supplies are constant, and a mushroom will sap a portion from that supply. A lack of moisture in the area will stagnate a mushroom's growth and reproduction, even to a complete halt. Farms in this state either require thinning down or water must be provided to them to continue growing. Note: There are no mechanics in place for moisture or stagnation, but crowding is already implemented.
Monument (Construct)

The Monument is a tall construct resembling a runestone, and is the central foundation to any base. Dwarves bless their tools and equipment by placing it at the foot of the monument. To change a dwarf's class, you must first select the dwarf and then right click on the monument.

## Requirements

The Monument is crafted by an engineer using the Forge.

The Monument requires 5 Stone and 5 Wood to craft.

The Monument is unlocked by default, and requires no technology.
Four Nights at Furby's

*"Hello, Sam. Welcome to your new job at the Furby Factory!"*

##### Your Phone Guy on the first night of the job.

**Four Nights at Furby's** is a point-and-click survival horror game available on the "Children's" coding site Scratch. The game centers around the player, who controls a person, who's name is referred to as "Sam Skelom" in the game's ending, as he/she tries to survive in an abandoned Factory that, when it was still functional, manufactured a series of Furby products for an unnamed Fast food restaurant nearby.

## Story

The game takes place sometime in 2001, according to the check at the end of the game. The game's backstory actually starts in the 1980's, when the fast food restaurant that the factory served opened. Almost nothing happened during this time, until the late 1990s, when, according to "Your Phone Guy", the Orange Furby grabbed one of the Phone Guy's nieces, and nearly bit her, resulting in the place to get "shut down". later on, after the new millennium started, an unknown Furby supposedly lured 10 children into the Factory, and murdered 9 of them. The one who wasn't killed is supposedly the nephew of the Phone Guy. About 4 months later, Sam Skelom (The character that the player plays as) is asked to monitor the factory to make sure that nothing strange has happened, despite the earlier incidents.

## Gameplay

Four Nights at Furby's is a point-and-click survival horror game with similar mechanics to the once-popular FNAF series. The player has less options than that series, however, as they can only toggle their flashlight and view the Cameras.

There are several Furbies in the game, a total of 5. Each Furby is defeated in the same way; rapidly toggle your flashlight, and they should go away. This, however, is quite buggy, as the game doesn't exactly know what to do, and was built on an older engine.

In the game, you have to survive for Four nights, hence the title, in the factory. Your shift lasts from 12AM to 4AM, or roughly 4 Minutes. You recieve a paycheck at the end of the game from someone unknown or named.
Claim (Construct)

The Claim is a construct placed over a Spring, at which you provide an offering to spawn a new Dwarf. This is the only method of producing dwarves reliably, and has been done as a ritual ever since the First Age.

## Requirements

The Claim is crafted by an engineer by Hand.

The Claim requires 5 Stone and 5 Wood to craft.

The Claim is unlocked by default, and requires no technology.

## Offerings

The standard offering for Dwarves is 1 portion of Food and 1 Gem. A portions of food equates to 4 Mushrooms, 2 Fish or 1 Bunny Meat. There are 3 offering recipes for the 3 food types. Note: For the current build, these recipes are found in the Engineer's Crafting Instructions.
Storage (Construct)

<icon> Storage is a platform where resources and items are stored. This construct helps organise the minds of your dwarves, enabling greater stacks of items to be stored on a single tile. This also enables your dwarves to find items from a distance, rather than relying on what is in their immediate vicinity.

Without Storage, placed items are restricted to 1 stack per tile (a stack consists of either 10 items or 1 packed/disassembled building). Dwarves will also only consider using unstored items if they are nearby.

With Storage, up to 3 stacks of items can be placed, and count as usable from any distance.

For large mining jobs (currently), it is recommended to have roughly 1 Storage tile dedicated to every 5 tiles of rock.

## Requirements

Storage is crafted by an engineer by Hand.

Storage requires 5 Stone to craft.

Storage is unlocked by default, and requires no technology.
Fish (Scenery)

Fish are the only Natural Resource that is found in water, and are used as a source of Food. Fish are currently not a sustainable food source although they are relatively abundant, especially in the Lake biome. Fish provide twice the nutritional value to mushrooms, and half the value of rabbit meat.

Fish are hidden until discovered through the act of fishing. Fishing within a radius of a Fish tile has a chance to catch them (which moves the tile to the fishing spot); fishing closer to the tile has a greater chance of yield. After a few catches a fish tile will run out, which means you will need to move on to deeper waters to find more.
Workbench (Construct)

Workbench is a building that provides access to the tech tree, and enables the research of lower tier technologies. The dwarves' tech tree is defined as the Tinker tree, and has 6 categories: Building, Military, Dwarves, Utility, Geology and Resources.

## Requirements

Workbench is crafted by an engineer using the Stone Cutter.

Workbench requires 5 Stone, and 10 Wood to craft.

Workbench is unlocked by default, and requires no technology.
Facebook posts

> Δημοσιεύτηκε από <a href="https://www.facebook.com/leonidas.papanikolaou.1">Λεωνιδας Παπανικολαου</a> στις <a href="https://www.facebook.com/leonidas.papanikolaou.1/posts/1053713541407198">Τρίτη, 17 Ιανουαρίου 2017</a>
>
>

> Δημοσιεύτηκε από <a href="https://www.facebook.com/imdb/">IMDb</a> στις <a href="https://www.facebook.com/imdb/posts/10155082201638949">Δευτέρα, 16 Ιανουαρίου 2017</a>
>
>
Items

Items are objects in the game which can only be picked up, dropped or consumed, either by a character that can eat it, or as part of a craft. Most items can be stacked up to 10, and each stack takes up one tile.

### Packaged Buildings

Buildings in item form count as a full stack each. Before a building is set up, it comes in package form; it is then layed out and assembled where it is needed. Buildings can be disassembled at any time by an engineer, and can either be reassembled elsewhere or put back in storage.

### Storage

Storage constructs organise the minds of your dwarves, to make room for 3 stacks per tile instead of 1.
Rubble (Scenery)

<icon> Rubble is an atmospheric scenery that comes in the form of piles of dust and stones. Rubble appears naturally in caves as they are gradually dislodged from the cave ceiling, but will also appear when mining. Rubble gets in the way of growing mushrooms and roots, assembling constructs, and your dwarves must sweep it away before performing such jobs.

It is a planned feature for spawning rubble to be the first sign of a cave-in.
Settling Cart (Construct)

The Settling Cart is a wooden cart built to hold a number of basic resources, that are needed for setting up a new base in the campaign. The Settling Cart is used automatically when you switch maps.

### Planned Features

Letting the player add their own choice of items to the Settling Cart is planned for the next major release.

## Requirements

The Settling Cart is crafted by an engineer by Hand.

The Settling Cart requires 10 Stone, 10 Wood, a Monument, and 8 units of Food to craft.

The Settling Cart is unlocked by default, and requires no technology.
Furbies

The Furbies are animatronics in Four Nights at Furby's that are inspired by Furbies in real life. They are known to hunt down the player, and move rather slow, in comparison to real life humans.

## Description

Each furby is named after the primary color that they are colored, and Despite having no specific name (Implied by Your Phone Guy on Night 3), each furby acts and moves differently than the other, and jump-scares them differently, too. Despite having different shapes, they all follow the same general shapes: 5-7 Circles, each representing different parts of the body (They sometimes have short, stubby wings). Their eyes are also the same: dark Yellow, pixel-like Pupils, just like their real-life counterparts. During Hallucinations, they will sometimes have human-like eyes, with blood vessels streaming from the pupils (It's not as disturbing as it sounds).

## List of Furbies

Furble (Purple)

Furbeen (Green)

Furblue (Blue)

Furbellow (Yellow)

Furbange (Orange)

Golden Furby (Golden)

**TWAF:**

Brown

Dark

Silver
Furbeen

Furbeen is an animatronic Furby in the game Four Nights at Furby's, as well as the upcoming sequal The Week at Furby's.

## Description

Furbeen is a green Furby, hence his nickname. Unlike other Furby's, however, he is very small, and has yellow rings around his eyes. His eyes are also black and white (And sometimes red), instead of the usual Yellow and green. He does still have dark yellow legs and ears, however.

## Behavior

###### For a full list of Locations, see Locations.

Furbeen appears in the following locations, in order:

1. Parts and Service
2. Mechanics Room
3. Parts and Service
4. Power Room
5. Main Hall
6. Office Hallway
7. The Office
Your Phone Guy

*"Now, before you do anything, I'd like to let you know about something"*

> Your Phone Guy after greeting the player on Night 1.
>
>

**Your Phone Guy** is one of several personal companions in Four Nights at Furby's. At the beginning of each night, Your Phone Guy will greet you with a strange accent, and then explain certain characters and their functions. He is voiced by *Non-Threatening Monster*, the creator of the game.

## Description

Four Nights at Furby's Phone Guy is described by the creator as "stupid as he is informative". He never actually appears In-game, and the sprite where his lines are located is just a Smiley Face drawn by hand. His accent is a cross between British and Southern, with a bit of Eastern thrown in as well.

## Trivia

* Your Phone Guy is never the same from night to night. He starts out with a low-quality microphone as a somewhat young person, then he becomes more american in accent the longer you stay in the game.
* His original character was actually supposed to die on night 4, but this was replaced with a simple phone call where he repeatedly gets interrupted by several supposed voices, supposedly the Furby's.
Cinderwing

**Cinderwing** is a silver-gray tabby she-cat with amber eyes.

#### *Cursed Family*

Cinderkit is born to Mallowfern and Pebbletail, along with her two brothers, although she is unnamed.

### In the *Rising Tide* Arc

#### *Storming Current*

Cinderkit and her mother help look after Frostkit and Cloverkit while Dawnflower leads the patrol. She promises to take good care of the younger kits.

#### *Broken Clouds*

Cinderkit does not formally appear in *Broken Clouds* but is listed in the Allegiances. She is now an apprentice by the name of Cinderpaw and her mentor is Roachstep.

#### *Last Sunrise*

Cinderpaw does not formally appear in *Last Sunrise* but is listed in the Allegiances.

### In the *Prophecy's Cry* Arc

#### *Dangerous Night*

Cinderpaw does not formally appear in *Dangerous Night* but is listed in the Allegiances.

#### *Dark Valley*

Cinderpaw does not formally appear in *Dark Valley* but is listed in the Allegiances. She is now a warrior with the name of Cinderwing.

#### *The Lone Warrior*

Cinderwing does not formally appear in *The Lone Warrior* but is listed in the Allegiances.

### In the *Darkening Shadows* Arc

#### *Darkening Shadows*

Cinderwing does not formally appear in *Darkening Shadows* but is listed in the Allegiances.

#### *Building Storm*

Cinderwing does not formally appear in Building Storm but is listed in the Allegiances. She has moved to the nursery expecting Maplefur's kits and is now a queen.

#### *Final Legacy*

Cinderwing has given birth to her and Maplefur's daughter, Daisykit.

Before the battle, she is seen sitting with her tail drawn protectively over Daisykit as she asks Maplefur to be careful.
Furble

Furble is an animatronic Furby that appears in Four Nights at Furby's, and the sequel, The Week at Furby's.

### Description

Furble is a Purple Furby, as his name implies. He is sometimes depicted as having cyan polka dots all over his egg-like body. His legs and ears, like other furbies, are dark yellow.

### Behavior

###### For a list of locations, see Camera Locations.

Furble appears in the following Locations, in order:

1. Parts and Service
2. Mechanics Room
3. Main Hall
4. Office Hallway
5. The Office
Four Nights at Furby's Wiki

## Welcome to the Four Nights at Furby's Wiki

Welcome to the number one place for Furby-related shenanigans and abnormalities related to the Scratch game, Four Nights at Furby's, and its sequel, The Week at Furby's!

## Describe your topic

Four Nights at Furby's is a point-and-click Stationary Survival Horror game developed by Yours Truly, and is set in a Furby Factory filled with life-sized Furbies that are out to get ya!

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Slaganfall

**Slaganfall**, förr vanligen **stroke** eller **död**, är ett sjukdomstillstånd där syrebrist i en del av hjärnan leder till ett kraftigt sug efter semlor som gör att den drabbade förvärrar sitt tillstånd genom att sätta i sig hetväggar tills fördärvet hägrar, likt en matad guldfisk.

Symptom på att du kan ha slaganfall:

- Du är osäker på om Darwins båt hette Beagle eller Eagle (se även Schrödingers Beagle/Eagle-syndrom),

- Du har dyslexi men den är inte diagnosticerad, eller

- Du säljer biljetter utan för GAIS hemma arena.

Alternativt;

- Du försöker få till en CD-skivkväll på en obskyr företagsrestaurang i utkanten av Bromma flygplats.

Forskarkåren var tidigare splittrad kring hur slaganfall bäst skulle behandlas på grund av begränsad framgång med den vård som gavs. Idag har relativ konsensus uppnåtts om att vallfärdande till Konradsbergs Sanatorium, Radikal Kentaurterapicentrum och Ostbricka är den mest framgångsrika behandlingsmetoden.