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		<id>http://wiki.cantr.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jos+Elkink</id>
		<title>Cantr II Wiki - User contributions [en]</title>
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		<updated>2026-04-09T17:15:11Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Beret&amp;diff=16306</id>
		<title>Talk:Beret</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Beret&amp;diff=16306"/>
				<updated>2006-08-26T13:06:40Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Who made this picture? :) --[[User:Jos Elkink|Jos Elkink]] 09:06, 26 August 2006 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=IJzer&amp;diff=10531</id>
		<title>IJzer</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=IJzer&amp;diff=10531"/>
				<updated>2006-05-29T12:03:21Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heel belangrijk materiaal. Het is nodig voor het maken van [[gereedschap]] en [[wapens en verdediging]].&lt;br /&gt;
&lt;br /&gt;
Je kunt het maken door [[ijzererts]] te smelten in een [[smeltoven]] of een [[primitieve smeltoven]], maar een smeltoven werkt het snelst.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Your_First_Cantr_Day&amp;diff=10988</id>
		<title>Talk:Your First Cantr Day</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Your_First_Cantr_Day&amp;diff=10988"/>
				<updated>2006-05-29T12:02:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any reason why this page is titled with capital letters, Sho? --[[User:Nick Roberts|Nick Roberts]] 03:12, 29 Sep 2005 (EDT)&lt;br /&gt;
* Because it's being treated as a semi-independent document, titled &amp;quot;Your First Cantr Day,&amp;quot; as opposed to an article about &amp;quot;your first Cantr day.&amp;quot; Similarly the Manual of Style. Somewhat subjective, to be sure. [[User:Sho|Sho]] 18:27, 29 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Member ==&lt;br /&gt;
&lt;br /&gt;
I am a new member to this game awaiting acceptance from the 'review staff'.  I was just wondering how long this process takes and also how many people play this game.&lt;br /&gt;
&lt;br /&gt;
It normally takes a day or so to accept new players, Currently there are about 1600 players playing around 6400 different characters. This Wiki is not the best medium for this type of query, I suggest you have a look at the Cantr Forum , http://www.cantr.net/forum/ oh and Welcome (when you get your acceptance) --[[User:Chris Johnson|Chris Johnson]] 09:00, 2 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Link to polish version ==&lt;br /&gt;
KeVes, this link is unnecessary. [[User:Norill|Norill]]&lt;br /&gt;
* I'd disagree, since the Cantr.net main page links directly to this article. Oh, and it's good practice to sign your comments. Four tilde characters in a row get translated to a signature. :) - [[User:Hellzon|Hellzon]] 12:43, 16 May 2006 (EDT)&lt;br /&gt;
* So why don't they change that link on Cantr.net? It should link to polish version.-[[User:Norill|Norill]] 08:28, 19 May 2006 (EDT)&lt;br /&gt;
** I think that starts to get more complicated.. and we don't the front page messy.  That link there seems like a good idea...[[User:Joshuamonkey|Joshuamonkey]] 07:12, 20 May 2006 (EDT)&lt;br /&gt;
** Somebody in ProgD should add that, actually, that the link is different for the different language front pages ... --[[User:Jos Elkink|Jos Elkink]] 08:02, 29 May 2006 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Cantr_Organizational_Constitution&amp;diff=12074</id>
		<title>Talk:Cantr Organizational Constitution</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Cantr_Organizational_Constitution&amp;diff=12074"/>
				<updated>2006-05-29T12:00:21Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is outdated ... :)&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 08:00, 29 May 2006 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Game_Rules&amp;diff=10118</id>
		<title>Game Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Game_Rules&amp;diff=10118"/>
				<updated>2006-01-25T08:04:43Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rules in Cantr are enforced by the [[Players Department]] and set by the [[Game Administration Council]]. Note that the text below is not the authoritative representation of the rules, since this page can be edited by anyone.&lt;br /&gt;
&lt;br /&gt;
[[Zasady Gry|Polska Wersja]] ''(Polish version)''&lt;br /&gt;
== Capital Rule ==&lt;br /&gt;
&lt;br /&gt;
There is one rule that governs the interaction among the characters in Cantr II. &lt;br /&gt;
&lt;br /&gt;
While each individual player is allowed to have multiple characters, those characters MUST be separate and distinct individuals. This has several ramifications for the game: &lt;br /&gt;
&lt;br /&gt;
* Your characters are not automatically a family, a clan, a tribe, an army, a company, or so on - not necessarily even friends. They should have their own interests and goals. They should not know each other unless they happen to meet. If two of your characters interact, they should do so as though each were looking out for their own interests and goals - essentially, as though the other character were being played by a stranger. Describing your characters as a family, banding all of your characters together to form an army, or starting a character solely to produce goods or perform services for the benefit of another one of your characters (making a `mule` character) are all violations of this aspect of the Capital Rule. &lt;br /&gt;
* Your characters do not automatically know what your other characters have seen or done. If you have a character in a city, that character should not know that there`s been a revolution to overthrow the empress of another town and establish democracy until someone travels from the latter city to the first to spread the news, even if you have another character in the empress's city. Discussing events that happened elsewhere before the news has spread by in-game means is a violation of this aspect of the Capital Rule. &lt;br /&gt;
* Similarly, a multi-location organization should not exist without some member of the organization fairly traveling from one location to the other - ABC Corporation should not open offices in two cities, unless someone travels from one of the two to the other to open the second office. The creation of organizations should take place in the game - not among your personal characters, and not offline among your friends who also play. &lt;br /&gt;
* You should also refrain from organizing events with your friends, who also play Cantr, outside of the game. This, although it may be hard to catch, is considered cheating as it presents an unfair advantage to the other characters in Cantr.&lt;br /&gt;
&lt;br /&gt;
The Players Department is here to help with interpretation of the Capital Rule. If you`re not sure if something you`re about to do is a violation, ask first! If you think someone else is breaking the rule, the Players Department can investigate. The Department can be contacted by emailing players@cantr.net - or just use the link on the Departments page.&lt;br /&gt;
&lt;br /&gt;
Although these do not fully capture the Capital Rule, a number of simple guidelines assist the Players Department in dealing with (likely) breaches:&lt;br /&gt;
* You are not allowed to have more than one character in the same organization.&lt;br /&gt;
* You are not allowed to have more than two characters on the same location.&lt;br /&gt;
* You are not allowed to ask friends out-of-character to help you with something in-character, or to quickly log in to help.&lt;br /&gt;
* You are not allowed to attack the same character by several of your own characters.&lt;br /&gt;
* You are not allowed to spread maps or other in-game information by out-of-character means, like your own website.&lt;br /&gt;
&lt;br /&gt;
Although these rules help as simple guidelines, it should be emphasized that they do not replace the Capital Rule as such. The key is to understand the spirit of the Capital Rule, which is basically about roleplaying. When you play your characters, imagine diving into their skin, and think from their perspective. None of the actions of your characters should be on the basis of your knowledge as a player about other locations, fellow characters, or the history of the game, or on the basis of your communication with fellow players out-of-character. ''Play your character from his or her in-game experiences, with his or her in-game knowledge, and taking his or her in-game personality and interests in mind.'' There should be no difference between the interaction between your character and a perfect stranger and the interaction between your character and another character of yourself or of a friendly player.&lt;br /&gt;
&lt;br /&gt;
=== Four-day Rule ===&lt;br /&gt;
&lt;br /&gt;
Part of the capital rule is that you are not allowed to talk about any in-game developments on the forum or chat channel - or anywhere else, really - within the four days following the development. This is to avoid the spreading of news about upcoming attacks or exciting developments in the game before players have had a chance to experience these events through the eyes of their own characters.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Known_Bugs&amp;diff=11818</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Known_Bugs&amp;diff=11818"/>
				<updated>2006-01-25T07:46:04Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===I can't login/Cantr doesn't load or the forums. Oh no. No Cantr!===&lt;br /&gt;
Solution: At about 15:20 (GMT) the server does a backup, and this lasts (about) half an hour - just sit tight.&lt;br /&gt;
&lt;br /&gt;
===I see [ship name] undocking everywhere===&lt;br /&gt;
Description: The same ship will be seen undocking to any characters travelling, no matter where they are in relation to the boat or sea.&lt;br /&gt;
&lt;br /&gt;
Solution: It's a Cantr ghost ship - be afraid!&lt;br /&gt;
&lt;br /&gt;
Or just ignore it - some kinda glitch with docking/undocking procedures, when someone uses the back button and tries to dock again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dragging project is at over 100%===&lt;br /&gt;
Description: On the character list page the percentage complete by the name of a character dragging person or pulling a note, envelope or item displays a value over 100%.&lt;br /&gt;
&lt;br /&gt;
Solution: Cancel project and start again.&lt;br /&gt;
&lt;br /&gt;
===I can't pass things whilst travelling on foot===&lt;br /&gt;
Solution: This isn't a bug. You'll have to wait until you reach your destination.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you are in a vehicle, you can pass objects to characters walking on the road - just see it as the vehicle being faster, and able to pull-up alongside walking characters.&lt;br /&gt;
&lt;br /&gt;
===My building never appeared, and my vehicle is warping===&lt;br /&gt;
Solution: Don't use HTML, or apostrophes, or hyphens, or anything else but alphanumeric characters (to be on the safe side) when naming buildings or vehicles - or they're likely to get all manner of weird things happening to them... Contact the Programming Department with details of the missing building.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Copied from original forum thread [http://www.cantr.net/forum/viewtopic.php?t=4429 Known Bugs &amp;amp; Workarounds])&lt;br /&gt;
&lt;br /&gt;
===Something else happened which looks like a bug but is not listed above===&lt;br /&gt;
&lt;br /&gt;
Other bugs can be reported to the Programming Department by either emailing bugs@cantr.net, posting a report in the [http://www.cantr.net/forum OOC forums] or by using the [http://www.cantr.net/flyspray flyspray bug tracking database].&lt;br /&gt;
&lt;br /&gt;
When reporting a bug please leave enough information for the Programming Department to trace the issue. If the infomation and/or bug is sensitive then please use a private contact method such as email.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Unana&amp;diff=4383</id>
		<title>Talk:Unana</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Unana&amp;diff=4383"/>
				<updated>2005-11-05T18:49:36Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this top-ten really necessary? I think it's pointless information and definitely not main page stuff ... why not move it to 'current events' or something? Or to a page about the Wiki?&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 05:51, 3 Nov 2005 (EST)&lt;br /&gt;
&lt;br /&gt;
: No, that's fair enough. I was attempting to show the active editing community that we appreciate the work they're putting in. This really should go in 'Community portal', which as Sho suggested &amp;quot;the idea is that the &amp;quot;wiki community&amp;quot; means the people who go there often and edit&amp;quot;, with reference to the [http://en.wikipedia.org/wiki/Wikipedia:Community_Portal Wikipedia version]. And just for clarity, do you debate its placement here, or that ''and'' its existence? -- [[User:Kabl00ey|Kabl00ey]] 21:22, 3 Nov 2005 (EST)&lt;br /&gt;
&lt;br /&gt;
: I don't think it's very useful, so in that sense I was debating it's existence, but I don't really care one way or the other. The placement was my main objection. --[[User:Jos Elkink|Jos Elkink]] 13:49, 5 Nov 2005 (EST)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Holdable&amp;diff=10449</id>
		<title>Holdable</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Holdable&amp;diff=10449"/>
				<updated>2005-11-03T11:10:55Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A holdable object is any object or resource that can be dropped and picked up from the ground.&lt;br /&gt;
&lt;br /&gt;
An example of this could be a [[hammer]], or a [[screwdriver]].  An example of what this is not, could be a [[tractor]], or a [[building]]&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Cantr_Organizational_Constitution&amp;diff=4047</id>
		<title>Cantr Organizational Constitution</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Cantr_Organizational_Constitution&amp;diff=4047"/>
				<updated>2005-11-03T11:05:45Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* The main governing body of Cantr II will be the [[Game Administration Board]], which will be accountable to the [[Game Administration Council]]. &lt;br /&gt;
* At least one member of the Game Administration Board should have access to the game database and have knowledge of how to manage an SQL database. &lt;br /&gt;
* Both the Game Administration Council and the Game Administration Board will take their decisions by simple majority vote, unless otherwise stated. If there is a deadlock in votes, the respective Chair decides. &lt;br /&gt;
* Members of the Game Administration Board are non-voting members of the Game Administration Council, whereby the size of the majority of votes is determined based on the number of voting members of the Game Administration Council. &lt;br /&gt;
* The Game Administration Council can overrule any decision made by the Game Administration Board. &lt;br /&gt;
* Additions to and removals from staff positions are done by the Game Administration Board. Positions in the Game Administration Council, the Game Administration Board, as Chair of any of the departments, or the position of [[Finance Officer]], have to be approved by the Game Administration Council. Positions in the Game Administration Board need approval of an unanimous vote in the Game Administration Council. &lt;br /&gt;
* All staff members will have to work to preserve or stimulate: (1) the unique character and original concept of Cantr II; (2) the professionalism in the approach of players; (3) the quality of the program code and the integrity of the game database; (4) the international fame and accessibility of the game. &lt;br /&gt;
* These bylaws can only be changed by the Game Administration Council.&lt;br /&gt;
&lt;br /&gt;
(The official, authoritative version of this text can be found at: [[http://www.cantr.net/index.php?page=constitution]])&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Marketing_Department&amp;diff=10121</id>
		<title>Marketing Department</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Marketing_Department&amp;diff=10121"/>
				<updated>2005-11-03T11:03:37Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Our primary responsibility is to advertise for more players to come to our game. We are also currently in the process of working out methods to sell Cantr t-shirts to the players. We'll be pretty aggressively moderating this wiki, as we believe it is a good tool to keep our new players, which is Cantr's biggest problems in maintaining a high player base.&lt;br /&gt;
&lt;br /&gt;
== Active Members ==&lt;br /&gt;
&lt;br /&gt;
[[User:Nick Roberts|Nick Roberts]]&lt;br /&gt;
&lt;br /&gt;
[[User:PRUT|Patryk Rutkowski]]&lt;br /&gt;
&lt;br /&gt;
Darren Soanes&lt;br /&gt;
&lt;br /&gt;
Dina Hamza&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Programming_Department&amp;diff=10180</id>
		<title>Programming Department</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Programming_Department&amp;diff=10180"/>
				<updated>2005-11-03T11:02:44Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current members ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Jos Elkink|Jos Elkink]] (chair)&lt;br /&gt;
* Jur Schagen&lt;br /&gt;
* Thomas Pickert&lt;br /&gt;
* [[User:Junesun|Judith Meyer]] (liaison [[Languages Department]])&lt;br /&gt;
* [[User:Chris Johnson|Chris Johnson]]&lt;br /&gt;
* Grzegorz Sojka&lt;br /&gt;
* [[User:Bubba|Jon Warnken]]&lt;br /&gt;
&lt;br /&gt;
'''Aspirant members'''&lt;br /&gt;
&lt;br /&gt;
* Thom Denholm&lt;br /&gt;
* [[User:Peanut|Timothy Martin]]&lt;br /&gt;
* Mitch Patenaude&lt;br /&gt;
* Wulf Forrester-Barker&lt;br /&gt;
* Robert Krone&lt;br /&gt;
* Pedro Loureiro&lt;br /&gt;
* Mark Davis&lt;br /&gt;
* Bronislaw&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Roleplay&amp;diff=11366</id>
		<title>Talk:Roleplay</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Roleplay&amp;diff=11366"/>
				<updated>2005-11-03T10:59:50Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I, as creator of the game, don't understand the section &amp;quot;Do not force actions onto others&amp;quot; - so I'm not so sure others will ;) ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 05:59, 3 Nov 2005 (EST)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Unana&amp;diff=4044</id>
		<title>Talk:Unana</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Unana&amp;diff=4044"/>
				<updated>2005-11-03T10:51:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this top-ten really necessary? I think it's pointless information and definitely not main page stuff ... why not move it to 'current events' or something? Or to a page about the Wiki?&lt;br /&gt;
&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 05:51, 3 Nov 2005 (EST)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Current_events&amp;diff=3879</id>
		<title>Current events</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Current_events&amp;diff=3879"/>
				<updated>2005-10-16T11:44:14Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What's going on==&lt;br /&gt;
===Templates===&lt;br /&gt;
I've created a couple of templates for editor use: [[Template:Stub]] and [[Template:Rewrite]]. [[Template:Stub]] is to be used on pages that are missing large amounts of important information - an example is [[Broom]]. [[Template:Rewrite]] is to be used on less severe cases of missing information, or on pages that merely need rewriting - an example is [[Alumina refiner]]. [[User:Sho|Sho]] 15:21, 24 Sep 2005 (EDT)&lt;br /&gt;
*Some changes have been made to the templates. From now on all editor templates will be listed on [[Help:Templates]]. [[User:Sho|Sho]] 14:42, 13 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Weapons category===&lt;br /&gt;
I've just filled in the entire weapons category from info found IC. Please feel free to check it out, spell check, format etc. Just make sure it's consistent as all the pages now have consistent IC info.&lt;br /&gt;
[[User:Kabl00ey|Kabl00ey]] 04:37, 4 Oct 2005 (EDT)&lt;br /&gt;
*We should decide on a template for weapons, among other things. I'm thinking of listing the requirements the same way on pretty much every object type. --[[User:Nick Roberts|Nick Roberts]] 06:33, 15 Oct 2005 (EDT)&lt;br /&gt;
**All for it. Go ahead and format a weapon, and if it's good we'll slap the format onto all the weapons and tools. The requirements section should be the same for both, and other properties (weight, visibility) are similar - just that tools should have a &amp;quot;uses&amp;quot; section where weapons have &amp;quot;effectiveness.&amp;quot; [[User:Sho|Sho]] 09:00, 15 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Machinery===&lt;br /&gt;
[[:Category:Machinery]] is finally done. Many pages are lacking information, though. [[User:Sho|Sho]] 14:42, 13 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decisions ==&lt;br /&gt;
&lt;br /&gt;
=== Admin ===&lt;br /&gt;
&lt;br /&gt;
To be sure: [[User:Kabl00ey|Kabl00ey]] is now a full admin on the Wiki, so contact him for any admin interference that is needed. As stated before, most of the moderation of the Wiki will be left to the players at large and will depend on self-organisation, but where admin privileges are needed, or where there are serious conflicts that do not seem to get resolved, [[User:Kabl00ey|Kabl00ey]] is in charge. He, in turn, has to follow Communications Department / general game administration policy and should create a thread in the CD forum in case of doubt.&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 07:44, 16 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Link Formatting ===&lt;br /&gt;
&lt;br /&gt;
All links in lowercase letters, please. Wiki automatically capitalises the first.--[[User:Nick Roberts|Nick Roberts]] 09:26, 18 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Language setup ===&lt;br /&gt;
Do you think maybe the different languages ought to have different wikis, instead of being on the same pages? --[[User:Nick Roberts|Nick Roberts]] 20:30, 12 Jul 2005 (EDT)&lt;br /&gt;
*I agree. --[[User:Creepyguyinblack|Creepyguyinblack]] 04:50, 13 Jul 2005 (EDT)&lt;br /&gt;
*I changed it. --[[User:Jos Elkink|Jos Elkink]] 05:08, 13 Jul 2005 (EDT)&lt;br /&gt;
*Would it be possible to make a true multi-language setup, similar to Wikipedia's? I don't know what's involved in making that work (I have a suspicion that it's not feasile here), but it's kind of annoying when half of the time [[Special:Randompage]] brings up a Polish page; also crosslinking articles is rather inelegant with the current system (no framework; also there are some pages like [[Jeep(pl)]]. [[User:Sho|Sho]]&lt;br /&gt;
*That would certainly be preferable... and was what I had in mind when originally making this suggestion. I don't like coming across polish articles when clicking on random page, or having search results clogged up with Polish links. --[[User:Nick Roberts|Nick Roberts]] 08:37, 15 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Agglomeration vs. subdivision ===&lt;br /&gt;
&lt;br /&gt;
Some categories of items, such as [[tools]], have all of their elements listed on the same page. Others, such as [[resources]], have separate pages for everything. My gut instinct (as a Wikipedian) is to split everything into separate pages and use categories to tie them together (it makes it easier for people to just type what they're looking for in the search box), but I can see why we might want to keep things in big metapages - it's similar to the format found in IC guides, often the individual data aren't big enough for individual articles, and it would be loads of unrewarding data-entry grunt work. Anyone have any opinion? [[User:Sho|Sho]]&lt;br /&gt;
&lt;br /&gt;
* The category system ([[tools]]) is so much clearer and easier to access the information you're looking for, so whilst I understand the Wikipedian urge to split everything, I think that the category system still provides easily accessible information. I cry a little on the inside when trying to find stuff on the seperate system ([[resources]]) - segregating the data, whilst easier to categorise and search, adds unnecessary pain in wading through links and editing pages. [[User:Kabl00ey|Kabl00ey]] 00:07, 17 Sep 2005 (EDT)&lt;br /&gt;
** With proper use of categories, I think splitting makes things easier. In Firefox, I can use quicksearches to instantly pull up a page on anything that has its own page, without clicking on any links. I can't do that with a monolithic megapage. In the same way, it's easier to just punch the thing you're looking for into the search box - one click - with split pages. Categories can bring the pages back together anyway. [[User:Sho|Sho]] 00:35, 17 Sep 2005 (EDT)&lt;br /&gt;
*** I agree with Sho, the category system that was used for the resources worked great. I think a similar system should be used for machines, buildings, vehicles, tools, et al. --[[User:Nick Roberts|Nick Roberts]] 08:53, 18 Sep 2005 (EDT)&lt;br /&gt;
****I'm surprised the tool set-up has lasted so long, it was only a copy/paste from an ingame guide I'd made - it looks ugly here. I'd like a segregated set-up there, but not for clothing I don't think, as that'd be no more of a copy of the in-game set-up - I've started discussion on clothing about how I'd like to go about finishing that section.--[[User:Hallucinatingfarmer|Hallucinatingfarmer]] 18:13, 22 Sep 2005 (EDT)&lt;br /&gt;
*****Yeah, everyone agrees with that HF. It just hasn't been gotten to yet. --[[User:Nick Roberts|Nick Roberts]] 13:49, 27 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Resource Department disclosure===&lt;br /&gt;
Long-standing question: Since the repeal of the &amp;quot;find out in game&amp;quot; rule (or FOIG), should the RD be allowed/required to release to the wiki all information that can be discovered in-game?&lt;br /&gt;
&lt;br /&gt;
Since I expect some long-winded responses to this that won't fit in a nested list format (or maybe that's just me), please post responses as subsections. [[User:Sho|Sho]] 22:49, 11 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Yes====&lt;br /&gt;
&lt;br /&gt;
The purpose of FOIG's repeal was to remove the effect of certain characters having advantages over other characters because their players knew more than other players. If we restrict RD's release of information that could be discovered IC, it's possible for that situation to arise again - a character gains an informational advantage because his player tried something, with a different character, that no player has posted on the wiki about. There are two solutions to this problem. One is to require that all players wiki any information they obtain in-game as soon as they get it. This is unenforceable and silly. The other is to have RD wiki all obtainable information to level the playing field in advance.&lt;br /&gt;
&lt;br /&gt;
Another reason is, simply, efficiency. Generally those who oppose full disclosure argue that players should work to find obtainable data on their own. The problem is that obtainable data is often not at all easy to obtain. Some data, such as the amounts of resources certain animals drop when hunted, is precisely obtainable, but only if characters spend significant resources to discover them. Do we really need to have a situation where players have to use their characters and significant amounts of their own time to obtain information that could be retrieved in under a minute by RD staff?&lt;br /&gt;
&lt;br /&gt;
There is also some precedent. Resource gathering rates are arguably something that realistically should not be displayed as explicitly as they are in-game; even more so the 20% deviation in output. Building capacity was freely released by RD (even vehicle capacities, which RD is refusing to release, is being witheld not because they should not be released in general, but because they will soon be outdated), even though it is an excellent example of obtainable data that would take colossal effort to discover in-game (to my knowledge no character or player had anything approaching precise values for building capacities before RD released them on the wiki).&lt;br /&gt;
&lt;br /&gt;
[[User:Sho|Sho]] 22:42, 11 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Strictly speaking RD did not release the building capacity infomation. Thses details where released by the Programming Department (ProgD). A bug was discovered which effectively disabled the maximum number of persons . Since correction of this bug generated a number of support queries , ProgD felt that publishing this information would help explain what seemed to be changes in room capacities. --[[User:Chris Johnson|Chris Johnson]] 05:20, 12 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Disambiguation for tools===&lt;br /&gt;
There are many cases where projects require either or two tools, such as projects that require a [[hammer]] or a [[stone hammer]] (but display the requirement as &amp;quot;[[hammer]]&amp;quot;). How will we treat these here? I can think of two options:&lt;br /&gt;
#We could replace every instance of &amp;quot;[[hammer]]&amp;quot; in a project requirements list with &amp;quot;[[hammer]] or [[stone hammer]].&amp;quot;&lt;br /&gt;
#We could use a special page for those. For example, create the page [[Hammer (requirement)]] to explain how the hammer requirement works. If we go with this, the way in which we name these pages (and what we put on them) is up for discussion.&lt;br /&gt;
What ideas do people have? [[User:Sho|Sho]] 23:35, 14 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
&lt;br /&gt;
=== Admin tasks ===&lt;br /&gt;
&lt;br /&gt;
==== Spammer IPs ====&lt;br /&gt;
Block the following IPs for spam: &lt;br /&gt;
*69.152.35.94&lt;br /&gt;
*24.202.53.171&lt;br /&gt;
*68.75.27.99&lt;br /&gt;
*66.72.161.240&lt;br /&gt;
*211.117.169.172&lt;br /&gt;
*82.67.192.173&lt;br /&gt;
&lt;br /&gt;
==== Pages for Deletion ====&lt;br /&gt;
Listed on [[:Category:Delete]]&lt;br /&gt;
&lt;br /&gt;
=== User tasks ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Stamp of Approval&amp;quot; ====&lt;br /&gt;
It's not clear how much of the stuff here is data from Programming or Resources Department people (and therefore probably complete and correct) and how much is contributions from players like me (and therefore likely to need verification). For example, I'm not sure how much to trust the data on the ability of certain boat types to dock to each other; I feel that it looks like some types were left out, but I can't be sure. Some way of, say, putting a stamp of approval on information would be excellent. [[User:Sho|Sho]]&lt;br /&gt;
&lt;br /&gt;
* A good idea would be to add notes into the discussion pages stating the information added and from what department. Personally, I've added the information for vehicles and animals, and so should be 99.9% accurate. --[[User:Anthony|Anthony Roberts]] 22:59, 16 Aug 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Pages needing breakdown====&lt;br /&gt;
*[[Tools]] must be broken up into separate [[:Category:Tools]] articles.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Current_events&amp;diff=3465</id>
		<title>Current events</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Current_events&amp;diff=3465"/>
				<updated>2005-10-05T14:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What's going on==&lt;br /&gt;
===Templates===&lt;br /&gt;
I've created a couple of templates for editor use: [[Template:Stub]] and [[Template:Rewrite]]. [[Template:Stub]] is to be used on pages that are missing large amounts of important information - an example is [[Broom]]. [[Template:Rewrite]] is to be used on less severe cases of missing information, or on pages that merely need rewriting - an example is [[Alumina refiner]]. [[User:Sho|Sho]] 15:21, 24 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Weapons category===&lt;br /&gt;
I've just filled in the entire weapons category from info found IC. Please feel free to check it out, spell check, format etc. Just make sure it's consistent as all the pages now have consistent IC info.&lt;br /&gt;
[[User:Kabl00ey|Kabl00ey]] 04:37, 4 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decisions ==&lt;br /&gt;
==== Machine Formatting ====&lt;br /&gt;
We need to establish formats for different object types. My page for [[smelting furnace]], I will be using as a format for all new machine pages I create, which I intend on making a few of. I'd appreciate if people did the same. I'd like it if tools and resources could have a format that resembles my machine one, although with different properties, for obvious reasons. --[[User:Nick Roberts|Nick Roberts]] 08:41, 15 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
* I like this layout - it's user-friendly, easy to read, and easy to find what you're looking for. Would it be possible to a.) leave a larger space between the end of one project and the next for clarity, and b.) create a template for this for all users to access? [[User:Kabl00ey|Kabl00ey]] 00:01, 17 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Well, I was hoping the [[smelting furnace]] page would act as the template, actually. I will see about separating the projects list further. As we don't really have any ops for this wiki yet, I'm hoping everyone can agree to use the smelting furnace page as the template for machines. Changes to that template can be discussed here.&lt;br /&gt;
** There, I added horizontal lines to the format and I think it looks much nicer now. Comments?&lt;br /&gt;
--[[User:Nick Roberts|Nick Roberts]] 08:58, 18 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Link Formatting ====&lt;br /&gt;
&lt;br /&gt;
All links in lowercase letters, please. Wiki automatically capitalises the first.--[[User:Nick Roberts|Nick Roberts]] 09:26, 18 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Language setup ====&lt;br /&gt;
Do you think maybe the different languages ought to have different wikis, instead of being on the same pages? --[[User:Nick Roberts|Nick Roberts]] 20:30, 12 Jul 2005 (EDT)&lt;br /&gt;
*I agree. --[[User:Creepyguyinblack|Creepyguyinblack]] 04:50, 13 Jul 2005 (EDT)&lt;br /&gt;
*I changed it. --[[User:Jos Elkink|Jos Elkink]] 05:08, 13 Jul 2005 (EDT)&lt;br /&gt;
*Would it be possible to make a true multi-language setup, similar to Wikipedia's? I don't know what's involved in making that work (I have a suspicion that it's not feasile here), but it's kind of annoying when half of the time [[Special:Randompage]] brings up a Polish page; also crosslinking articles is rather inelegant with the current system (no framework; also there are some pages like [[Jeep(pl)]]. [[User:Sho|Sho]]&lt;br /&gt;
*That would certainly be preferable... and was what I had in mind when originally making this suggestion. I don't like coming across polish articles when clicking on random page, or having search results clogged up with Polish links. --[[User:Nick Roberts|Nick Roberts]] 08:37, 15 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Spam ====&lt;br /&gt;
At the moment Spam is at low levels - just a couple of pages have been targetted - Should we consider only allowing entry by registered users ? --[[User:Chris Johnson|Chris Johnson]] 14:41, 30 Aug 2005 (EDT)&lt;br /&gt;
* That would be good. It would also make it easier to communicate with some of the users who have been doing a fair amount of work but haven't registered. On the other hand, it would probably be just as effective to block the IPs that have been spamming, and maybe also lock [[Talk:Equipment]], the page that's being spammed. [[User:Sho|Sho]]&lt;br /&gt;
* I agree with Chris, in that I'd prefer to see it so only registered users can edit. It's not hard to register, but we could determine who is making changes they shouldn't be. --[[User:Nick Roberts|Nick Roberts]] 08:39, 15 Sep 2005 (EDT)&lt;br /&gt;
* My two cents: I also agree. Registering is easy, and although it doesn't in any way verify the identity of the user, it does add a extra step for anyone wishing to spam. [[User:Kabl00ey|Kabl00ey]] 23:59, 16 Sep 2005 (EDT)&lt;br /&gt;
* Should be done now. --[[User:Jos Elkink|Jos Elkink]] 10:06, 5 Oct 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Categories and templates ====&lt;br /&gt;
&lt;br /&gt;
It would make things a lot neater if we could use categories and templates to standardize the presentation of items and such. Virtually all of the information in here right now is begging to be categorized. I can't do it myself, not having any experience actually creating those, but does anyone else? [[User:Sho|Sho]]&lt;br /&gt;
* I'm putting the vehicles in a category system. This will eventually mean tearing down the [[:Category:Vehicles|Vehicle]] page, but for now I'll just make nondestructive changes. [[User:Sho|Sho]]&lt;br /&gt;
** Done. The whole manufacturing tree is being moved to a system of nested categories. Some debate on the [[Category talk:Vehicles]] page. [[User:Sho|Sho]] 15:32, 25 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Agglomeration vs. subdivision ====&lt;br /&gt;
&lt;br /&gt;
Some categories of items, such as [[tools]], have all of their elements listed on the same page. Others, such as [[resources]], have separate pages for everything. My gut instinct (as a Wikipedian) is to split everything into separate pages and use categories to tie them together (it makes it easier for people to just type what they're looking for in the search box), but I can see why we might want to keep things in big metapages - it's similar to the format found in IC guides, often the individual data aren't big enough for individual articles, and it would be loads of unrewarding data-entry grunt work. Anyone have any opinion? [[User:Sho|Sho]]&lt;br /&gt;
&lt;br /&gt;
* The category system ([[tools]]) is so much clearer and easier to access the information you're looking for, so whilst I understand the Wikipedian urge to split everything, I think that the category system still provides easily accessible information. I cry a little on the inside when trying to find stuff on the seperate system ([[resources]]) - segregating the data, whilst easier to categorise and search, adds unnecessary pain in wading through links and editing pages. [[User:Kabl00ey|Kabl00ey]] 00:07, 17 Sep 2005 (EDT)&lt;br /&gt;
** With proper use of categories, I think splitting makes things easier. In Firefox, I can use quicksearches to instantly pull up a page on anything that has its own page, without clicking on any links. I can't do that with a monolithic megapage. In the same way, it's easier to just punch the thing you're looking for into the search box - one click - with split pages. Categories can bring the pages back together anyway. [[User:Sho|Sho]] 00:35, 17 Sep 2005 (EDT)&lt;br /&gt;
*** I agree with Sho, the category system that was used for the resources worked great. I think a similar system should be used for machines, buildings, vehicles, tools, et al. --[[User:Nick Roberts|Nick Roberts]] 08:53, 18 Sep 2005 (EDT)&lt;br /&gt;
****I'm surprised the tool set-up has lasted so long, it was only a copy/paste from an ingame guide I'd made - it looks ugly here. I'd like a segregated set-up there, but not for clothing I don't think, as that'd be no more of a copy of the in-game set-up - I've started discussion on clothing about how I'd like to go about finishing that section.--[[User:Hallucinatingfarmer|Hallucinatingfarmer]] 18:13, 22 Sep 2005 (EDT)&lt;br /&gt;
*****Yeah, everyone agrees with that HF. It just hasn't been gotten to yet. --[[User:Nick Roberts|Nick Roberts]] 13:49, 27 Sep 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
&lt;br /&gt;
=== Admin tasks ===&lt;br /&gt;
&lt;br /&gt;
==== Spammer IPs ====&lt;br /&gt;
Block the following IPs for spam: &lt;br /&gt;
*69.152.35.94&lt;br /&gt;
*24.202.53.171&lt;br /&gt;
*68.75.27.99&lt;br /&gt;
*66.72.161.240&lt;br /&gt;
*211.117.169.172&lt;br /&gt;
*82.67.192.173&lt;br /&gt;
&lt;br /&gt;
==== Pages for Deletion ====&lt;br /&gt;
Delete the following pages, which are redundant or meaningless:&lt;br /&gt;
* [[Budynki i meble]] is covered by separate buildings and furniture pages.&lt;br /&gt;
* [[Coaster Harbour*]] is empty and serves no purpose.&lt;br /&gt;
* [[Desert Beavers]]: Need I say more?&lt;br /&gt;
* [[Stormoffires Song stock]] is empty and serves no purpose.&lt;br /&gt;
* [[Kielnia]] is covered in the tools page.&lt;br /&gt;
* [[Polish Version]] is obsolete and redundant.&lt;br /&gt;
&lt;br /&gt;
=== User tasks ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Stamp of Approval&amp;quot; ====&lt;br /&gt;
It's not clear how much of the stuff here is data from Programming or Resources Department people (and therefore probably complete and correct) and how much is contributions from players like me (and therefore likely to need verification). For example, I'm not sure how much to trust the data on the ability of certain boat types to dock to each other; I feel that it looks like some types were left out, but I can't be sure. Some way of, say, putting a stamp of approval on information would be excellent. [[User:Sho|Sho]]&lt;br /&gt;
&lt;br /&gt;
* A good idea would be to add notes into the discussion pages stating the information added and from what department. Personally, I've added the information for vehicles and animals, and so should be 99.9% accurate. --[[User:Anthony|Anthony Roberts]] 22:59, 16 Aug 2005 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=2076</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=2076"/>
				<updated>2005-09-03T08:42:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills of your character, while states are all set to their healthiest values on spawning. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
When working on a project or being involved in fighting or hunting, skills appear along the following spectrum.  From least to most effective: Awkwardly, Novicely, Efficiently, Skillfully, Expertly.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase (you get more hungry) whenever you have insufficient daily food. Your hunger decreases as you eat food after you have gone hungry for a period of time. You will die if your hunger reaches a level of 100%.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Resistance===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
This is the only state where the initial value varies depending on genes.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]], another character, or when you work on a project. There is also an infectuous disease in Cantr which increases your tiredness. However you can decrease your tiredness by using some furniture to rest. The increase in tiredness from fighting is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
&lt;br /&gt;
Determines your ability to work on buildings and landmarks etc.&lt;br /&gt;
&lt;br /&gt;
===Burying===&lt;br /&gt;
&lt;br /&gt;
This skill affects your ability to bury people fast.&lt;br /&gt;
&lt;br /&gt;
===Carpenting===&lt;br /&gt;
&lt;br /&gt;
Used in many wood projects.&lt;br /&gt;
&lt;br /&gt;
===Collecting===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can collect some of the resources, like blackberries and seaweed.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
&lt;br /&gt;
This skill affects your cooking skills, ranging from baking bread to mixing herbs.&lt;br /&gt;
&lt;br /&gt;
===Digging===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for stone, sand, salt, marble, and limestone.&lt;br /&gt;
&lt;br /&gt;
===Drilling===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for oil, or use a drilling machine.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of and is trained with farming, including the use of harvesting machines.&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength. &lt;br /&gt;
&lt;br /&gt;
===Fishing===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can fish, and is trained when you are fishing.&lt;br /&gt;
&lt;br /&gt;
===Foresting===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of getting wood, collecting rubber, and some fruits that grow on trees.&lt;br /&gt;
&lt;br /&gt;
===Gardening===&lt;br /&gt;
&lt;br /&gt;
This skill affects how good you are at gardening for flowers and herbs.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Manufacturing machines===&lt;br /&gt;
&lt;br /&gt;
Comes into play when manufacturing different types of machines.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing tools===&lt;br /&gt;
&lt;br /&gt;
Used when manufacturing tools or repairing them.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing vehicles===&lt;br /&gt;
&lt;br /&gt;
Used when building land vehicles.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing weapons===&lt;br /&gt;
&lt;br /&gt;
Used when manufacturing weapons or shields or when repairing those.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
&lt;br /&gt;
This skill affects (and is trained with) gathering of most metals.&lt;br /&gt;
&lt;br /&gt;
===Refining===&lt;br /&gt;
&lt;br /&gt;
This affects your ability to refine ores.&lt;br /&gt;
&lt;br /&gt;
===Shipbuilding===&lt;br /&gt;
&lt;br /&gt;
Used for building ships and boats and other transports used on water.&lt;br /&gt;
&lt;br /&gt;
===Smelting===&lt;br /&gt;
&lt;br /&gt;
This skill affects your skill at smelting some metals.&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
&lt;br /&gt;
This skill affects all manufacturing of clothes, as well as the preparation of many cloth materials.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Steel&amp;diff=2147</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Steel&amp;diff=2147"/>
				<updated>2005-08-05T12:36:32Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The material used for all of the best weapons and vehicles. Arguably the most valuable and sought after resource in Cantr. A society must be fairly developed to output significant amounts of [[Steel|steel]], so don't be suprised if you don't come across any steel early in your character's life.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
You will need a smelter, and a pair of bellows. Use the smelter to start the steel smelting project. You will need the pair of bellows in your inventory while you smelt the steel. When using a smelter to smelt steel, these are the rates for one day's work (700 [[Gram|grams]]):&lt;br /&gt;
&lt;br /&gt;
420 grams of [[Iron|iron]]&lt;br /&gt;
&lt;br /&gt;
420 grams of [[Coal|coal]]&lt;br /&gt;
&lt;br /&gt;
1400 grams of [[Limestone|limestone]]&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=1878</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=1878"/>
				<updated>2005-08-05T12:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills of your character, while states are all set to their healthiest values on spawning. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
When working on a project or being involved in fighting or hunting, skills appear along the following spectrum.  From least to most effective: Awkwardly, Novicely, Efficiently, Skillfully, Expertly.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase (you get more hungry) whenever you have insufficient daily food. Your hunger decreases as you eat food after you have gone hungry for a period of time. You will die if your hunger reaches a level of 100%.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Resistance===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
This is the only state where the initial value varies depending on genes.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]], another character, or when you work on a project. There is also an infectuous disease in Cantr which increases your tiredness. However you can decrease your tiredness by using some furniture to rest. The increase in tiredness from fighting is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
&lt;br /&gt;
Determines your ability to work on buildings and landmarks etc.&lt;br /&gt;
&lt;br /&gt;
===Burying===&lt;br /&gt;
&lt;br /&gt;
This skill affects your ability to bury people fast.&lt;br /&gt;
&lt;br /&gt;
===Carpenting===&lt;br /&gt;
&lt;br /&gt;
Used in many wood projects.&lt;br /&gt;
&lt;br /&gt;
===Collecting===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can collect some of the resources, like blackberries and seaweed.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
&lt;br /&gt;
This skill affects your cooking skills, ranging from baking bread to mixing herbs.&lt;br /&gt;
&lt;br /&gt;
===Digging===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for stone, sand, salt, marble, and limestone.&lt;br /&gt;
&lt;br /&gt;
===Drilling===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for oil, or use a drilling machine.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of and is trained with farming, including the use of harvesting machines.&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength. &lt;br /&gt;
&lt;br /&gt;
===Fishing===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can fish, and is trained when you are fishing.&lt;br /&gt;
&lt;br /&gt;
===Foresting===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of getting wood, collecting rubber, and some fruits that grow on trees.&lt;br /&gt;
&lt;br /&gt;
===Gardening===&lt;br /&gt;
&lt;br /&gt;
This skill affects how good you are at gardening for flowers and herbs.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Manufacturing machines===&lt;br /&gt;
&lt;br /&gt;
Comes into play when manufacturing different types of machines.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing tools===&lt;br /&gt;
&lt;br /&gt;
Used when manufacturing tools.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing vehicles===&lt;br /&gt;
&lt;br /&gt;
Used when building land vehicles.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing weapons===&lt;br /&gt;
&lt;br /&gt;
Used when manufacturing weapons or shields.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
&lt;br /&gt;
This skill affects (and is trained with) gathering of most metals.&lt;br /&gt;
&lt;br /&gt;
===Refining===&lt;br /&gt;
&lt;br /&gt;
This affects your ability to refine ores.&lt;br /&gt;
&lt;br /&gt;
===Shipbuilding===&lt;br /&gt;
&lt;br /&gt;
Used for building ships.&lt;br /&gt;
&lt;br /&gt;
===Smelting===&lt;br /&gt;
&lt;br /&gt;
This skill affects your skill at smelting some metals.&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
&lt;br /&gt;
This skill affects all manufacturing of clothes, as well as the preparation of many cloth materials.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Skills&amp;diff=6556</id>
		<title>Talk:Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Skills&amp;diff=6556"/>
				<updated>2005-07-24T11:26:31Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What about Mental Strength or something like that?&lt;br /&gt;
&lt;br /&gt;
No, won't be implemented ... different kind of game :)&lt;br /&gt;
&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 07:26, 24 Jul 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I see that most of skills like burying, digging, etc. are already implemented? It is right? I noticed it in the game also when burying bodies. &lt;br /&gt;
&lt;br /&gt;
- [[User:KeVes|KeVes]]&lt;br /&gt;
&lt;br /&gt;
Correct. (Only for newly started projects, though)&lt;br /&gt;
&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 07:26, 24 Jul 2005 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=933</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=933"/>
				<updated>2005-07-23T14:18:14Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills of your character, while states are all set to their healthiest values on spawning. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase (you get more hungry) whenever you have insufficient daily food. Your hunger decreases as you eat food after you have gone hungry for a period of time.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Resistance===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
This is the only state where the initial value varies depending on genes.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]], another character, or when you work on a project. There is also an infectuous disease in Cantr which increases your tiredness. However you can decrease your tiredness by using some furniture to rest. The increase in tiredness from fighting is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
&lt;br /&gt;
Determines your ability to work on buildings and landmarks etc.&lt;br /&gt;
&lt;br /&gt;
===Burying===&lt;br /&gt;
&lt;br /&gt;
This skill affects your ability to bury people fast.&lt;br /&gt;
&lt;br /&gt;
===Carpenting===&lt;br /&gt;
&lt;br /&gt;
Used in many wood projects.&lt;br /&gt;
&lt;br /&gt;
===Collecting===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can collect some of the resources, like blackberries and seaweed.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
&lt;br /&gt;
This skill affects your cooking skills, ranging from baking bread to mixing herbs.&lt;br /&gt;
&lt;br /&gt;
===Digging===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for stone, sand, salt, marble, and limestone.&lt;br /&gt;
&lt;br /&gt;
===Drilling===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for oil, or use a drilling machine.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of and is trained with farming, including the use of harvesting machines.&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength. &lt;br /&gt;
&lt;br /&gt;
===Fishing===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can fish, and is trained when you are fishing.&lt;br /&gt;
&lt;br /&gt;
===Foresting===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of getting wood, collecting rubber, and some fruits that grow on trees.&lt;br /&gt;
&lt;br /&gt;
===Gardening===&lt;br /&gt;
&lt;br /&gt;
This skill affects how good you are at gardening for flowers and herbs.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Manufacturing machines===&lt;br /&gt;
&lt;br /&gt;
Comes into play when manufacturing different types of machines.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing tools===&lt;br /&gt;
&lt;br /&gt;
Used when manufacturing tools.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing vehicles===&lt;br /&gt;
&lt;br /&gt;
Used when building land vehicles.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing weapons===&lt;br /&gt;
&lt;br /&gt;
Used when manufacturing weapons or shields.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
&lt;br /&gt;
This skill affects (and is trained with) gathering of most metals.&lt;br /&gt;
&lt;br /&gt;
===Refining===&lt;br /&gt;
&lt;br /&gt;
This affects your ability to refine ores.&lt;br /&gt;
&lt;br /&gt;
===Shipbuilding===&lt;br /&gt;
&lt;br /&gt;
Used for building ships.&lt;br /&gt;
&lt;br /&gt;
===Smelting===&lt;br /&gt;
&lt;br /&gt;
This skill affects your skill at smelting some metals.&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
&lt;br /&gt;
This skill affects all manufacturing of clothes, as well as the preparation of many cloth materials.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=887</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=887"/>
				<updated>2005-07-23T14:06:52Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills of your character, while states are all set to their healthiest values on spawning. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase (you get more hungry) whenever you have insufficient daily food. Your hunger decreases as you eat food after you have gone hungry for a period of time.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Resistance===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
This is the only state where the initial value varies depending on genes.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]], another character, or when you work on a project. There is also an infectuous disease in Cantr which increases your tiredness. However you can decrease your tiredness by using some furniture to rest. The increase in tiredness from fighting is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
&lt;br /&gt;
Determines your ability to work on buildings and landmarks etc.&lt;br /&gt;
&lt;br /&gt;
===Burying===&lt;br /&gt;
&lt;br /&gt;
This skill affects your ability to bury people fast.&lt;br /&gt;
&lt;br /&gt;
===Collecting===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can collect some of the resources, like blackberries and seaweed.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
&lt;br /&gt;
This skill affects your cooking skills, ranging from baking bread to mixing herbs.&lt;br /&gt;
&lt;br /&gt;
===Digging===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for stone, sand, salt, marble, and limestone.&lt;br /&gt;
&lt;br /&gt;
===Drilling===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for oil, or use a drilling machine.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of and is trained with farming, including the use of harvesting machines.&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength. &lt;br /&gt;
&lt;br /&gt;
===Fishing===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can fish, and is trained when you are fishing.&lt;br /&gt;
&lt;br /&gt;
===Foresting===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of getting wood, collecting rubber, and some fruits that grow on trees.&lt;br /&gt;
&lt;br /&gt;
===Gardening===&lt;br /&gt;
&lt;br /&gt;
This skill affects how good you are at gardening for flowers and herbs.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
&lt;br /&gt;
This skill affects (and is trained with) gathering of most metals.&lt;br /&gt;
&lt;br /&gt;
===Smelting===&lt;br /&gt;
&lt;br /&gt;
This skill affects your skill at smelting some metals.&lt;br /&gt;
&lt;br /&gt;
===Refining===&lt;br /&gt;
&lt;br /&gt;
This affects your ability to refine ores.&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
&lt;br /&gt;
This skill affects all manufacturing of clothes, as well as the preparation of many cloth materials.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=886</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=886"/>
				<updated>2005-07-23T14:01:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills of your character, while states are all set to their healthiest values on spawning. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase (you get more hungry) whenever you have insufficient daily food. Your hunger decreases as you eat food after you have gone hungry for a period of time.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Resistance===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
This is the only state where the initial value varies depending on genes.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]], another character, or when you work on a project. There is also an infectuous disease in Cantr which increases your tiredness. However you can decrease your tiredness by using some furniture to rest. The increase in tiredness from fighting is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Burying===&lt;br /&gt;
&lt;br /&gt;
This skill affects your ability to bury people fast.&lt;br /&gt;
&lt;br /&gt;
===Collecting===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can collect some of the resources, like blackberries and seaweed.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
&lt;br /&gt;
This skill affects your cooking skills, ranging from baking bread to mixing herbs.&lt;br /&gt;
&lt;br /&gt;
===Digging===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for stone, sand, salt, marble, and limestone.&lt;br /&gt;
&lt;br /&gt;
===Drilling===&lt;br /&gt;
&lt;br /&gt;
This skill affects how fast you can dig for oil, or use a drilling machine.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of and is trained with farming, including the use of harvesting machines.&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength. &lt;br /&gt;
&lt;br /&gt;
===Fishing===&lt;br /&gt;
&lt;br /&gt;
This skill affects how efficiently you can fish, and is trained when you are fishing.&lt;br /&gt;
&lt;br /&gt;
===Foresting===&lt;br /&gt;
&lt;br /&gt;
This skill affects the speed of getting wood, collecting rubber, and some fruits that grow on trees.&lt;br /&gt;
&lt;br /&gt;
===Gardening===&lt;br /&gt;
&lt;br /&gt;
This skill affects how good you are at gardening for flowers and herbs.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
&lt;br /&gt;
This skill affects (and is trained with) gathering of most metals.&lt;br /&gt;
&lt;br /&gt;
===Smelting===&lt;br /&gt;
&lt;br /&gt;
This skill affects your skill at smelting some metals.&lt;br /&gt;
&lt;br /&gt;
===Refining===&lt;br /&gt;
&lt;br /&gt;
This affects your ability to refine ores.&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
&lt;br /&gt;
This skill affects all manufacturing of clothes, as well as the preparation of many cloth materials.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Age&amp;diff=6858</id>
		<title>Talk:Age</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Age&amp;diff=6858"/>
				<updated>2005-07-23T09:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't actually possible to die of old age :) ... But it will be before people really have an old age :) ... (like, people should die between 80 and 100)&lt;br /&gt;
&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 16:39, 21 Jul 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, that's what I meant.  Could you put up some stats on this page as to the approximate breakdown of characters by ages?&lt;br /&gt;
&lt;br /&gt;
--[[User:West|Nathan]] 15:22, 22 Jul 2005 (EDT)&lt;br /&gt;
&lt;br /&gt;
For that we have a Webzine ;)&lt;br /&gt;
&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 05:34, 23 Jul 2005 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Resources&amp;diff=888</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Resources&amp;diff=888"/>
				<updated>2005-07-23T09:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources must be either digged for, farmed, or collected on a location when your character is outside, or it can be produced using a machine. For those that you can find outside on a location, there is a maximum number of people that can be gathering resources at a location at any time. This number is randomly set, and also depends on the type of location - e.g. grass fields can have more resource gatherers than mountains. On average, at least.&lt;br /&gt;
&lt;br /&gt;
*[[Alumina]]&lt;br /&gt;
*[[Aluminium]]&lt;br /&gt;
*[[Apples]]&lt;br /&gt;
*[[Asparagus]]&lt;br /&gt;
*[[Bananas]]&lt;br /&gt;
*[[Barley]]&lt;br /&gt;
*[[Bauxite]]&lt;br /&gt;
*[[Bergamot Oil]]&lt;br /&gt;
*[[Bitumen]]&lt;br /&gt;
*[[Blackberries]]&lt;br /&gt;
*[[Blueberries]]&lt;br /&gt;
*[[Bones]]&lt;br /&gt;
*[[Carrots]]&lt;br /&gt;
*[[Charcoal]]&lt;br /&gt;
*[[Chromium]]&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
*[[Cloth]]&lt;br /&gt;
*[[Coal]]&lt;br /&gt;
*[[Cod]]&lt;br /&gt;
*[[Corn]]&lt;br /&gt;
*[[Cotton]]&lt;br /&gt;
*[[Crocodile Hide]]&lt;br /&gt;
*[[Daisies]]&lt;br /&gt;
*[[Diamonds]]&lt;br /&gt;
*[[Gas]]&lt;br /&gt;
*[[Grapes]]&lt;br /&gt;
*[[Grass]]&lt;br /&gt;
*[[Hematite]]&lt;br /&gt;
*[[Hemp]]&lt;br /&gt;
*[[Hide]]&lt;br /&gt;
*[[Iron]]&lt;br /&gt;
*[[Iron Ore]]&lt;br /&gt;
*[[Ivory]]&lt;br /&gt;
*[[Large Bones]]&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Limestone]]&lt;br /&gt;
*[[Magnesium]]&lt;br /&gt;
*[[Meat]]&lt;br /&gt;
*[[Mud]]&lt;br /&gt;
*[[Mushrooms]]&lt;br /&gt;
*[[Nuts]]&lt;br /&gt;
*[[Onions]]&lt;br /&gt;
*[[Papayas]]&lt;br /&gt;
*[[Popcorn]]&lt;br /&gt;
*[[Potatoes]]&lt;br /&gt;
*[[Propane]]&lt;br /&gt;
*[[Rainbow Trout]]&lt;br /&gt;
*[[Rice]]&lt;br /&gt;
*[[Roses]]&lt;br /&gt;
*[[Rye]]&lt;br /&gt;
*[[Salt]]&lt;br /&gt;
*[[Sand]]&lt;br /&gt;
*[[Seaweed]]&lt;br /&gt;
*[[Silk Cocoons]]&lt;br /&gt;
*[[Small Bones]]&lt;br /&gt;
*[[Snakeskin]]&lt;br /&gt;
*[[Soda]]&lt;br /&gt;
*[[Sorghum]]&lt;br /&gt;
*[[Spinach]] ([[Spinage]])&lt;br /&gt;
*[[Sugar]]&lt;br /&gt;
*[[Steel]]&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
*[[Tomatoes]]&lt;br /&gt;
*[[Tortoiseshell]]&lt;br /&gt;
*[[Water]]&lt;br /&gt;
*[[Wheat]]&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
*[[Wool]]&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Resources&amp;diff=10305</id>
		<title>Talk:Resources</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Resources&amp;diff=10305"/>
				<updated>2005-07-23T09:30:46Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Formatting ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see a bit of a different layout here, if possible.  &lt;br /&gt;
It'd be simpler to list the entries here as-is, true, but have fewer individual entries.&lt;br /&gt;
&lt;br /&gt;
Instead of four pages for cotton, cotton fibres, yarns, and cloth, for example, have one page with separate headings and have the links to those places lead to each separate heading, using the &amp;lt;nowiki&amp;gt;[[cotton#cloth]&amp;lt;/nowiki&amp;gt; type formatting.  That link would lead to the cotton page, the cloth heading. &lt;br /&gt;
&lt;br /&gt;
I'd like to see that system implemented all-around, actually.  For healing foods, regular foods, foods that need to be processed, baked goods, cloths, iron products, etc.  &lt;br /&gt;
&lt;br /&gt;
It'll be a lot of work, but not actually any more than creating all these separate pages. &lt;br /&gt;
&lt;br /&gt;
--[[User:West|West]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''This list should be categorized and eventually removed&lt;br /&gt;
--[[User:Nick Roberts|Nick Roberts]] 08:52, 14 Jul 2005 (EDT)''&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Resources&amp;diff=883</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Resources&amp;diff=883"/>
				<updated>2005-07-23T09:30:37Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Alumina]]&lt;br /&gt;
*[[Aluminium]]&lt;br /&gt;
*[[Apples]]&lt;br /&gt;
*[[Asparagus]]&lt;br /&gt;
*[[Bananas]]&lt;br /&gt;
*[[Barley]]&lt;br /&gt;
*[[Bauxite]]&lt;br /&gt;
*[[Bergamot Oil]]&lt;br /&gt;
*[[Bitumen]]&lt;br /&gt;
*[[Blackberries]]&lt;br /&gt;
*[[Blueberries]]&lt;br /&gt;
*[[Bones]]&lt;br /&gt;
*[[Carrots]]&lt;br /&gt;
*[[Charcoal]]&lt;br /&gt;
*[[Chromium]]&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
*[[Cloth]]&lt;br /&gt;
*[[Coal]]&lt;br /&gt;
*[[Cod]]&lt;br /&gt;
*[[Corn]]&lt;br /&gt;
*[[Cotton]]&lt;br /&gt;
*[[Crocodile Hide]]&lt;br /&gt;
*[[Daisies]]&lt;br /&gt;
*[[Diamonds]]&lt;br /&gt;
*[[Gas]]&lt;br /&gt;
*[[Grapes]]&lt;br /&gt;
*[[Grass]]&lt;br /&gt;
*[[Hematite]]&lt;br /&gt;
*[[Hemp]]&lt;br /&gt;
*[[Hide]]&lt;br /&gt;
*[[Iron]]&lt;br /&gt;
*[[Iron Ore]]&lt;br /&gt;
*[[Ivory]]&lt;br /&gt;
*[[Large Bones]]&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Limestone]]&lt;br /&gt;
*[[Magnesium]]&lt;br /&gt;
*[[Meat]]&lt;br /&gt;
*[[Mud]]&lt;br /&gt;
*[[Mushrooms]]&lt;br /&gt;
*[[Nuts]]&lt;br /&gt;
*[[Onions]]&lt;br /&gt;
*[[Papayas]]&lt;br /&gt;
*[[Popcorn]]&lt;br /&gt;
*[[Potatoes]]&lt;br /&gt;
*[[Propane]]&lt;br /&gt;
*[[Rainbow Trout]]&lt;br /&gt;
*[[Rice]]&lt;br /&gt;
*[[Roses]]&lt;br /&gt;
*[[Rye]]&lt;br /&gt;
*[[Salt]]&lt;br /&gt;
*[[Sand]]&lt;br /&gt;
*[[Seaweed]]&lt;br /&gt;
*[[Silk Cocoons]]&lt;br /&gt;
*[[Small Bones]]&lt;br /&gt;
*[[Snakeskin]]&lt;br /&gt;
*[[Soda]]&lt;br /&gt;
*[[Sorghum]]&lt;br /&gt;
*[[Spinach]] ([[Spinage]])&lt;br /&gt;
*[[Sugar]]&lt;br /&gt;
*[[Steel]]&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
*[[Tomatoes]]&lt;br /&gt;
*[[Tortoiseshell]]&lt;br /&gt;
*[[Water]]&lt;br /&gt;
*[[Wheat]]&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
*[[Wool]]&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Age&amp;diff=873</id>
		<title>Talk:Age</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Age&amp;diff=873"/>
				<updated>2005-07-21T20:39:19Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't actually possible to die of old age :) ... But it will be before people really have an old age :) ... (like, people should die between 80 and 100)&lt;br /&gt;
&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 16:39, 21 Jul 2005 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Vehicle_speed&amp;diff=962</id>
		<title>Talk:Vehicle speed</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Vehicle_speed&amp;diff=962"/>
				<updated>2005-07-21T12:01:44Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since speeds over land and over sea *are* comparable ... should the RD thus clarify the speeds?&lt;br /&gt;
&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 08:01, 21 Jul 2005 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=885</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=885"/>
				<updated>2005-07-21T11:58:24Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills of your character, while states are all set to their healthiest values on spawning. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase (you get more hungry) whenever you have insufficient daily food. Your hunger decreases as you eat food after you have gone hungry for a period of time.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Resistance===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
This is the only state where the initial value varies depending on genes.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]], another character, or when you work on a project. There is also an infectuous disease in Cantr which increases your tiredness. However you can decrease your tiredness by using some furniture to rest. The increase in tiredness from fighting is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength. &lt;br /&gt;
&lt;br /&gt;
===Foresting===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal. The size of the increase is directly proportional to the amount of force you use.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Interface_Guide&amp;diff=872</id>
		<title>Interface Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Interface_Guide&amp;diff=872"/>
				<updated>2005-07-20T21:47:29Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cantr II Basic Interface Guide==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
Welcome at Cantr II. This is a short introductory guide to&lt;br /&gt;
Cantr II's interface. On the whole, the interface is fairly intuitive, so feel free just to jump in and play - this guide is by no means essential. But for those who, like myself, were a bit confused to start with, this is a gentle introduction on what to click on and why...&lt;br /&gt;
     &lt;br /&gt;
If you want an introduction to how the game works in general - go [[http://www.cantr.net/ooc/index.php?l=1 here]] See the general explanation&lt;br /&gt;
and newbie guide in particular...&lt;br /&gt;
&lt;br /&gt;
Also, take time to read the [[http://www.cantr.net/forum/viewtopic.php?t=3488 FAQs]]&lt;br /&gt;
----&lt;br /&gt;
===Main Page===&lt;br /&gt;
This is page on which you are after login. On top is Player Info section where you have informations about you as player, and '''Change''' button which opens page where you can change your account details.&lt;br /&gt;
&lt;br /&gt;
Next you have Messages section with important messages from [[Cantr Staff]]&lt;br /&gt;
&lt;br /&gt;
Next you have Characters List which is list of all characters you created. There is name of character, sex, location where he/she is and progress indicator. '''P''' is short from [[project]], '''T''' from [[travel]], and '''D''' from [[dragging]]. If you click http://www.cantr.net/graphics/cantr/pictures/button_small_char_happy.gif icon, then you will go to character's page. If name of your character is white, then some events happened. If name is grey, then nothing new happened.&lt;br /&gt;
&lt;br /&gt;
Bottom you have Player Menu with those buttons:&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_newchar.gif - Create new character &lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_unsubscribe.gif - Unsubscribe from Cantr (use with caution!)&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_logout.gif - Logout&lt;br /&gt;
----&lt;br /&gt;
===Character Info Box===&lt;br /&gt;
At the top of almost all pages when playing Cantr there will be a short summary about your character (just so you don't forget who you're playing...) and links to the seven&lt;br /&gt;
main pages. &lt;br /&gt;
      &lt;br /&gt;
The header displays the Cantr [[time]] and how many [[minutes]] you have left.&lt;br /&gt;
      &lt;br /&gt;
Next is the name of your character. (Note: This is the name&lt;br /&gt;
YOU know your character by - there's nothing to stop you giving different names out or other characters choosing to remember you by a differenty name. You can change this the same way you change any name in the game) Next to your name is a small link to the character description page - explained later. &lt;br /&gt;
      &lt;br /&gt;
The character's [[age]], the weight they are carrying and their location are all self-explanatory.&lt;br /&gt;
      &lt;br /&gt;
If your character is participating in a project, a short description will appear below the location. Clicking on the project name will bring up details on the project, clicking on the &amp;quot;'''X'''&amp;quot; will end your characters's participation in the project. The project will not be lost or deleted - you can go and find it later on the &amp;quot;Activity&amp;quot; page (see below).&lt;br /&gt;
      &lt;br /&gt;
Below this there is a row of links to the seven main pages that you will use in Cantr. I'll go through these one by one...&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Events Page===&lt;br /&gt;
The events page is central to playing Cantr. It will be the first page loaded when you start to play with a&lt;br /&gt;
character. It displays everything your character sees and hears. &lt;br /&gt;
      &lt;br /&gt;
To say something that will appear on the screen of every character in the same place (though not in buildings if there are any) Type into the box at the top and click '''Talk to all''' (talking to an individual character will be covered later)&lt;br /&gt;
      &lt;br /&gt;
Below this is the list of things that are happening where you are. This is just a very simple example. A busy town will have much more going on. They are listed with the most recent activities at the top. Each activity is time-stamped with the Cantr day and hour.&lt;br /&gt;
      &lt;br /&gt;
Every (living) character that appears on the events page will be displayed in orange. This is a link to the character interaction page, where you can change the name you know them by, talk to them, help them and many other things.&lt;br /&gt;
      &lt;br /&gt;
At the bottom left are two options to '''hide all''' of the events. and '''show all''' of the events (over the past few days)&lt;br /&gt;
----&lt;br /&gt;
===Inventory Page===&lt;br /&gt;
&lt;br /&gt;
This page gives list of all items in your [[inventory]]. Different types of objects (notes, envelopes, materials, clothes, tools etc...) will have different icons...&lt;br /&gt;
      &lt;br /&gt;
'''Universal Icons:'''&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_drop.gif - Drop: Drops the item where your character stands. Anyone else in the same area can then pick it up. In the case of materials, you will be asked how many grams you wish to drop.&lt;br /&gt;
      &lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_give.gif - Give: Gives the item to another character. In the case of materials, you will be asked how many grams you want to hand over. Then there will be drop down box where you can choose the character to give the item to. (Note: Each character has a limit to how much they can carry - if you try to give something to a character and it is too heavy for them, an error message will say so)&lt;br /&gt;
      &lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_use.gif - Use: Use the item on a project or to start a project. You will be presented with a drop down list of all the projects, and, in the case of materials, be asked how many grams you wish to use. Or you will be asked to input the details of the project to be started.&lt;br /&gt;
&lt;br /&gt;
'''Notes and Envelopes Icons:'''&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_copy.gif - Copy: Make an exact copy of a note&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_envelop.gif - Envelope: Put the note or envelope into another envelope&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_edit.gif - Edit: Edit a note (as long as it has not been stored as uneditable) You can use HTML in notes, but not in note titles&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_read.gif - Read: Read a note&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_seal.gif - Seal: Seals an envelope. The seal will be broken when another character opens it. Your name will also be on the seal, so the character opening the envelope will know&lt;br /&gt;
who sealed it.&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_empty_envelop.gif - Open: Opens the envelope and lists all the notes and envelopes inside so you can choose which to&lt;br /&gt;
take out. If the envelope is sealed, you will be asked if you want to break the seal&lt;br /&gt;
&lt;br /&gt;
'''Materials Icons:'''&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_store.png - Store: Put the material into a storage item. You will be asked how many grams you wish to store. (Note: You will be informed if the amount you wish to store exceeds how much more space there is)&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_eat.gif - Eat: Let's your character consume a [[healing food]]. Note: Your character eats to satisfy hunger [[Auto-eat|automatically]]. &lt;br /&gt;
&lt;br /&gt;
'''Clothes Icons:'''&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_wear.gif - Wear: Your character will wear the item of [[clothing]], and other characters will see it when they&lt;br /&gt;
look at your character description. (It can be taken off by going to the description of your own character)&lt;br /&gt;
&lt;br /&gt;
'''Items Icons:'''&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_repair.gif - Repair: [[Repair]] an item&lt;br /&gt;
----&lt;br /&gt;
===Location Page===&lt;br /&gt;
This page gives some details about where your character is. &lt;br /&gt;
&lt;br /&gt;
The [[map]] on the left is a small representation of the local area. In the center is a list of all the [[raw materials]] available. Clicking on the icon next to the materials will take you to a page where you can start a project to gather it.&lt;br /&gt;
&lt;br /&gt;
To the right is a small image that does nothing much but just look pretty...&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_animals.gif - This button in the center is a link to a list of [[animals]] in that location. Currently the only interaction available with animals is to attack them.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the page is a list of the roads out of the location. Next to each path there are three icons: &lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_pointat.png - Point: Will make your character point the path, so other characters will see that &lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_follow.gif - Travel: will make your character follow the path (not an option if your character is in the middle of a project - stop your participation first) &lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_improve.gif - Improve: Will start a project to improve the type of road &lt;br /&gt;
----&lt;br /&gt;
===Buildings &amp;amp;amp; Vehicles Page===&lt;br /&gt;
&lt;br /&gt;
This gives lists of [[vehicles]] and [[buildings]] in the same location (if any). There is name of vehicle/building, type of it in brackets and a few pretty obvious icons...&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_pointat.png - Point: Point this building or vehicle&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_enter.gif - Enter: Go into building or get into vehicle. Not possible if building/vehicle is locked or if your character is in the middle of a project - stop your participation first&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_knock.gif - Knock: Your character will knock on the door. This will be visible on the events page for all characters outside and inside the building/room&lt;br /&gt;
----&lt;br /&gt;
===People Page===&lt;br /&gt;
This gives a list of every [[character]] in the same location. It is also the same page that will appear when you click on a character's orange link from the events page (but only&lt;br /&gt;
for that character or those characters in the exchange)&lt;br /&gt;
&lt;br /&gt;
The icons are as follow:&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_char_happy.gif - Description: Will take you to a description of the person, with some vital [[Skills#States|statistics]] (you get to see less about another character than you do your own) You can also change the name you know the character by after clicking this icon.&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_talk.gif - Talk: Will allow you to talk to a person. What you say will only be heard by that character (but other characters in the same location will see you saying something to that particular character)&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_pointat.png - Point: Every character in the same place will see you point at that particular character&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_help.gif - Help: Your character will participate in the project that character is currently working on (if&lt;br /&gt;
any) (not an option if your character is in the middle of a project - stop your participation first). &lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_drag.gif - Drag: Choose a loction (building or vehicle) and you will start to drag that character there (not an option if your character is in the middle of a project - stop your participation first). &lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_hit.gif - Hit: Choose a [[Weapons_and_Protection|weapon]] and how much force you want to use and your character will attack that character&lt;br /&gt;
----&lt;br /&gt;
===Objects Page===&lt;br /&gt;
This page is similar to the inventory page, except that it lists everything 'on the [[ground|ground]]' where your character is, including machines. Icons are the same as in the inventory page except for a few:&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_take.gif - Take: Your character will take the item. For materials, you will be asked how many grams you wish to take&lt;br /&gt;
&lt;br /&gt;
'''pull''' - Pull/Push: After choosing which building, your character will push the note or envelope into a building&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_bury.gif - Bury: Your character will start a project to bury the [[dead body]]&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_use.gif - Use: If there are any [[Machinery|machines]], you can use this button to start a project. In most cases this will bring up a form where the details for the project can be entered.&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_retrieve.gif - Retrieve: If there are any [[containers]], you can use this button to retrieve resources from it&lt;br /&gt;
----&lt;br /&gt;
===Activity Page===&lt;br /&gt;
&lt;br /&gt;
This page is a list of all activites in the area your character is in. Because there are often many unfinished projects, it takes a long time to load them all. Instead,&lt;br /&gt;
there is a search field, so you can search for specific types of projects. Leaving the field blank will load all activities. Projects started by your character are listed automatically.&lt;br /&gt;
&lt;br /&gt;
An individual project will look similar to this:&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_small_info.gif http://www.cantr.net/graphics/cantr/pictures/button_small_join.gif http://www.cantr.net/graphics/cantr/pictures/button_small_end.gif farming to get rice ([[a woman in her thirties]], 1015-1)&lt;br /&gt;
&lt;br /&gt;
The first icon gives details on the projects. Clicking the second icon will make your character participate in that project. The cross will cancel the project (only possible if no progress has been made and no materials have been used if required)&lt;br /&gt;
&lt;br /&gt;
The character in brackets is the character who originally started the project if they are still in the same place (not necessarily the character working on the project) and is a link to the character details as usual. After that is a Cantr time stamp of when the project was started.&lt;br /&gt;
&lt;br /&gt;
Projects are listed in three colours:&lt;br /&gt;
* Dark grey - Has no one working on the project&lt;br /&gt;
* Light grey - Has other characters working on the project&lt;br /&gt;
* White - Is the project your character is working on&lt;br /&gt;
----&lt;br /&gt;
===Character and Player Menus===&lt;br /&gt;
&lt;br /&gt;
Finally, at the bottom of most pages are two menus.&lt;br /&gt;
&lt;br /&gt;
'''Character Menu:'''&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_note.gif - Will create a new note for editing - will appear in your character's inventory&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_envelop.gif - Will create an envelope in your character's inventory&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_build.gif - Opens the build menu, where you can start projects to build tools, machines, vehincles etc...&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_clothes.gif - Opens the menu for clothes and accessories, similar to the build menu &lt;br /&gt;
&lt;br /&gt;
'''Player Menu:'''&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_back2.gif - Go back to the [[Interface Guide#Main Page|player page]] (the list of your characters)&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_help.gif - More details/help&lt;br /&gt;
&lt;br /&gt;
http://www.cantr.net/graphics/cantr/pictures/button_logout.gif - Logout&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Vehicle&amp;diff=802</id>
		<title>Talk:Vehicle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Vehicle&amp;diff=802"/>
				<updated>2005-07-20T08:01:11Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Boat Sizes? ==&lt;br /&gt;
&lt;br /&gt;
How about listing the boats' relative sizes so we know what can dock with what?&lt;br /&gt;
P.S. Thanks for the update Anthony!&lt;br /&gt;
&lt;br /&gt;
== Boats Completed ==&lt;br /&gt;
&lt;br /&gt;
Boats have been updated with their respected information, as well as where a boat can dock.&lt;br /&gt;
&lt;br /&gt;
Vehicles should have their information in the near future.&lt;br /&gt;
&lt;br /&gt;
--[[User:Anthony|Anthony Roberts]] 13:08, 19 Jul 2005 (EDT)&lt;br /&gt;
[[Resources Department]] (Chairperson), [[New Lands Department]]&lt;br /&gt;
== Land Vehicles Completed ==&lt;br /&gt;
&lt;br /&gt;
As can be seen, land vehicles have their information added as well.&lt;br /&gt;
&lt;br /&gt;
--[[User:Anthony|Anthony Roberts]] 15:32, 19 Jul 2005 (EDT)&lt;br /&gt;
[[Resources Department]] (Chairperson), [[New Lands Department]]&lt;br /&gt;
== Docking addition ==&lt;br /&gt;
&lt;br /&gt;
Added what boats can dock to each boat, for easier reference.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nick Roberts|Nick Roberts]] 15:51, 19 Jul 2005 (EDT)&lt;br /&gt;
[[Marketing Department]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It would be nice to have some comparison charts as well, in addition to the current overview - e.g. to compare speeds and building costs ...&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 04:00, 20 Jul 2005 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Talk:Vehicle&amp;diff=795</id>
		<title>Talk:Vehicle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Talk:Vehicle&amp;diff=795"/>
				<updated>2005-07-20T08:00:53Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Boat Sizes? ==&lt;br /&gt;
&lt;br /&gt;
How about listing the boats' relative sizes so we know what can dock with what?&lt;br /&gt;
P.S. Thanks for the update Anthony!&lt;br /&gt;
&lt;br /&gt;
== Boats Completed ==&lt;br /&gt;
&lt;br /&gt;
Boats have been updated with their respected information, as well as where a boat can dock.&lt;br /&gt;
&lt;br /&gt;
Vehicles should have their information in the near future.&lt;br /&gt;
&lt;br /&gt;
--[[User:Anthony|Anthony Roberts]] 13:08, 19 Jul 2005 (EDT)&lt;br /&gt;
[[Resources Department]] (Chairperson), [[New Lands Department]]&lt;br /&gt;
== Land Vehicles Completed ==&lt;br /&gt;
&lt;br /&gt;
As can be seen, land vehicles have their information added as well.&lt;br /&gt;
&lt;br /&gt;
--[[User:Anthony|Anthony Roberts]] 15:32, 19 Jul 2005 (EDT)&lt;br /&gt;
[[Resources Department]] (Chairperson), [[New Lands Department]]&lt;br /&gt;
== Docking addition ==&lt;br /&gt;
&lt;br /&gt;
Added what boats can dock to each boat, for easier reference.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nick Roberts|Nick Roberts]] 15:51, 19 Jul 2005 (EDT)&lt;br /&gt;
[[Marketing Department]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It would be nice to have some comparison charts as well, in addition to the current overview - e.g. to compare speeds and building costs ...&lt;br /&gt;
--[[User:Jos Elkink|Jos Elkink]] 04:00, 20 Jul 2005 (EDT)&lt;br /&gt;
--[[User:213.202.143.204|213.202.143.204]] 04:00, 20 Jul 2005 (EDT)&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=User:Jos_Elkink&amp;diff=10157</id>
		<title>User:Jos Elkink</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=User:Jos_Elkink&amp;diff=10157"/>
				<updated>2005-07-19T13:27:26Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jos Elkink is the oldest player and founder of Cantr II. Having originally handled all administrative tasks, his role has gradually been 'reduced' to Chair of the [[Game Administration Council]], Chair of the [[Programming Department]], [[Finance Officer]] and general behind-the-scenes dictator :). Jos has a continuous love-hate relationship with Cantr and can get rather irritated when approached with new ideas or bug reports, but this should not discourage anyone to bug him anyway.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=User:Jos_Elkink&amp;diff=690</id>
		<title>User:Jos Elkink</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=User:Jos_Elkink&amp;diff=690"/>
				<updated>2005-07-19T13:26:44Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jos Elkink is the oldest player and founder of Cantr II. Having originally handled all administrative tasks, his role has gradually been 'reduced' to Chair of the Game Administration Council, Chair of the Programming Department and general behind-the-scenes dictator :). Jos has a continuous love-hate relationship with Cantr and can get rather irritated when approached with new ideas or bug reports, but this should not discourage anyone to bug him anyway.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Game_Mechanics&amp;diff=341</id>
		<title>Game Mechanics</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Game_Mechanics&amp;diff=341"/>
				<updated>2005-07-13T19:34:40Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Food'''&lt;br /&gt;
*[[Auto-eat]]ing&lt;br /&gt;
*[[Nourishing food]]&lt;br /&gt;
&lt;br /&gt;
'''Damage and Healing'''&lt;br /&gt;
*[[Skills|Skills or states]]&lt;br /&gt;
*[[Healing food]]&lt;br /&gt;
*The [[Eat button]]&lt;br /&gt;
*[[Sickness]]&lt;br /&gt;
*[[Sleeping Sickness]]&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Resources&amp;diff=481</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Resources&amp;diff=481"/>
				<updated>2005-07-13T19:33:46Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Alumina]]&lt;br /&gt;
*[[Aluminium]]&lt;br /&gt;
*[[Apples]]&lt;br /&gt;
*[[Asparagus]]&lt;br /&gt;
*[[Bananas]]&lt;br /&gt;
*[[Bauxite]]&lt;br /&gt;
*[[Bitumen]]&lt;br /&gt;
*[[Blackberries]]&lt;br /&gt;
*[[Blueberries]]&lt;br /&gt;
*[[Bones]]&lt;br /&gt;
*[[Carrots]]&lt;br /&gt;
*[[Charcoal]]&lt;br /&gt;
*[[Chromium]]&lt;br /&gt;
*[[Cloth]]&lt;br /&gt;
*[[Coal]]&lt;br /&gt;
*[[Corn]]&lt;br /&gt;
*[[Cotton]]&lt;br /&gt;
*[[Cotton Cloth]]&lt;br /&gt;
*[[Cotton Fibres]]&lt;br /&gt;
*[[Cotton Yarn]]&lt;br /&gt;
*[[Diamonds]]&lt;br /&gt;
*[[Gas]]&lt;br /&gt;
*[[Grapes]]&lt;br /&gt;
*[[Grilled Meat]]&lt;br /&gt;
*[[Hematite]]&lt;br /&gt;
*[[Hemp]]&lt;br /&gt;
*[[Hemp Yarn]]&lt;br /&gt;
*[[Hemp Cloth]]&lt;br /&gt;
*[[Hide]]&lt;br /&gt;
*[[Iron]]&lt;br /&gt;
*[[Iron Ore]]&lt;br /&gt;
*[[Large Bones]]&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Limestone]]&lt;br /&gt;
*[[Magnesium]]&lt;br /&gt;
*[[Meat]]&lt;br /&gt;
*[[Mud]]&lt;br /&gt;
*[[Mushrooms]]&lt;br /&gt;
*[[Onions]]&lt;br /&gt;
*[[Papayas]]&lt;br /&gt;
*[[Popcorn]]&lt;br /&gt;
*[[Potatoes]]&lt;br /&gt;
*[[Propane]]&lt;br /&gt;
*[[Rice]]&lt;br /&gt;
*[[Rye]]&lt;br /&gt;
*[[Salt]]&lt;br /&gt;
*[[Sand]]&lt;br /&gt;
*[[Seaweed]]&lt;br /&gt;
*[[Silk Cocoons]]&lt;br /&gt;
*[[Silk Cloth]]&lt;br /&gt;
*[[Silk Yarn]]&lt;br /&gt;
*[[Small Bones]]&lt;br /&gt;
*[[Snakeskin]]&lt;br /&gt;
*[[Soda]]&lt;br /&gt;
*[[Sorghum]]&lt;br /&gt;
*[[Spinach]] ([[Spinage]])&lt;br /&gt;
*[[Sugar]]&lt;br /&gt;
*[[Steel]]&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
*[[Tomatoes]]&lt;br /&gt;
*[[Water]]&lt;br /&gt;
*[[Wheat]]&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
*[[Wool]]&lt;br /&gt;
*[[Wool Yarn]]&lt;br /&gt;
*[[Yarn]]&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=340</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=340"/>
				<updated>2005-07-13T12:50:49Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills of your character, while states are all set to their healthiest values on spawning. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating certain healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase (you get more hungry) whenever you have insufficient daily food.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Resistance===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
This is the only state where the initial value varies depending on genes.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]] or another character. There is also an infectuous disease in Cantr which increases your tiredness. Working on a project also increases your tiredness.&lt;br /&gt;
You can decrease your tiredness by using some furniture to rest.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Foresting===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character.&lt;br /&gt;
&lt;br /&gt;
===Walking===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=240</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=240"/>
				<updated>2005-07-13T12:47:55Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills of your character, while states are all set to their healthiest values on spawning. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase (you get more hungry) whenever you have insufficient daily food.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]] or another character. There is also an infectuous disease in Cantr which increases your tiredness. Working on a project also increases your tiredness.&lt;br /&gt;
You can decrease your tiredness by using some furniture to rest.&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating certain healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=239</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=239"/>
				<updated>2005-07-13T12:45:54Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills and states of your character. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase (you get more hungry) whenever you have insufficient daily food.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]] or another character. There is also an infectuous disease in Cantr which increases your tiredness. Working on a project also increases your tiredness.&lt;br /&gt;
You can decrease your tiredness by using some furniture to rest.&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating certain healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=238</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=238"/>
				<updated>2005-07-13T12:45:31Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills and states of your character. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase you get more hungry) whenever you have insufficient daily food.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an [[Animals|animal]] or another character. There is also an infectuous disease in Cantr which increases your tiredness. Working on a project also increases your tiredness.&lt;br /&gt;
You can decrease your tiredness by using some furniture to rest.&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating certain healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal, your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Skills&amp;diff=237</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Skills&amp;diff=237"/>
				<updated>2005-07-13T12:44:54Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters in Cantr have a set of skills and states. When you character spawns, a combination of the genes of two other characters on that location, with some random variation, will determine you character's genes. These genes will stay constant for the duration of your character's lifetime. The genes are the initial values of the skills and states of your character. Skills and states can change during the character's lifetime.&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
&lt;br /&gt;
This state increase you get more hungry) whenever you have insufficient daily food.&lt;br /&gt;
&lt;br /&gt;
===Thirst===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Tiredness===&lt;br /&gt;
&lt;br /&gt;
This state increases (you get more tired) every time you attack an animal or another character. There is also an infectuous disease in Cantr which increases your tiredness. Working on a project also increases your tiredness.&lt;br /&gt;
You can decrease your tiredness by using some furniture to rest.&lt;br /&gt;
&lt;br /&gt;
===Drunkenness===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
This state decreases every time you are attacked by another character or animal, if that other person uses enough force and you have insufficient protection. It also decreases when you are living in a polluted environment (not yet implemented).&lt;br /&gt;
Can be increased by eating certain healing foods. These are all foods that you cannot eat automatically on a daily basis. Different types of healing foods have different effects.&lt;br /&gt;
&lt;br /&gt;
===Hygiene===&lt;br /&gt;
&lt;br /&gt;
''Not yet implemented''&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack another character.&lt;br /&gt;
&lt;br /&gt;
When you attack another person, your power is affected by your health, your level of tiredness, your fighting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal.&lt;br /&gt;
&lt;br /&gt;
When you attack an [[Animals|animal]], your power is affected by your health, your level of tiredness, your hunting skill, and your physical strength.&lt;br /&gt;
&lt;br /&gt;
===Physical strength===&lt;br /&gt;
&lt;br /&gt;
This skill increases every time you attack an animal or another character.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Game_Dynamics&amp;diff=503</id>
		<title>Game Dynamics</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Game_Dynamics&amp;diff=503"/>
				<updated>2005-07-13T12:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dynamika Gry|Polska Wersja]]&lt;br /&gt;
&lt;br /&gt;
You are welcome to join Cantr II. However, before proceeding, please read the following text carefully. It might save you a few disappointments later on. &lt;br /&gt;
&lt;br /&gt;
First, Cantr II is probably unlike most other online games you`ve played. The idea is to simulate the development of societies - there is roleplay allowed (and encouraged); there is building allowed (and encouraged); there is violence allowed (and to some extent encouraged, although there are limitations on it) - but none of those three things is the end goal of the game. The game will be the most fun if you participate in this process - if you interact with others around you, and if you find nothing is happening, just do something! &lt;br /&gt;
&lt;br /&gt;
PLEASE NOTE: If your idea of a good time is to leave a trail of corpses behind you, Cantr II is not the game for you. &lt;br /&gt;
&lt;br /&gt;
Also: Cantr II is set in a fairly realistic world. The technology level is strange - it is possible to build cars and helicopters in a world where a state-of-the-art tool is likely to be a pitchfork - but there is no magic of any kind built into the game. (Now, if your character wants to pretend there`s magic, or believe things have happened by the power of some god, that`s another matter...) &lt;br /&gt;
&lt;br /&gt;
Second, the Web-based interface makes Cantr II a fairly slow-paced game. Please be patient! It might take you three or four days to walk to the next location. It might take a day or two for the person you`re talking to to log in and respond. It`s possible that even if you can see 40 people standing in your location when you say something, none of them are there to respond immediately! &lt;br /&gt;
&lt;br /&gt;
Third, the in-game economy and laws are entirely determined by the players. The game`s code provides the means to produce physical objects; what you do with those is not (and will not be) coded. No social structure will be coded. No concept of ownership will be coded. No rules or laws will be coded, beyond some limitations on violence. The two requirements imposed by the game are that characters need to eat, and that death is final and permanent...&lt;br /&gt;
&lt;br /&gt;
Cantr knows a system of genetically transferrable [[Skills|skills]] which influence how effective you are at different things your character does.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Tools&amp;diff=241</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Tools&amp;diff=241"/>
				<updated>2005-07-13T12:28:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Crowbar]]&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Rules_of_Thumb&amp;diff=766</id>
		<title>Rules of Thumb</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Rules_of_Thumb&amp;diff=766"/>
				<updated>2005-07-13T12:26:49Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Keep Organized'''&lt;br /&gt;
&lt;br /&gt;
== Read The Laws! ==&lt;br /&gt;
&lt;br /&gt;
I think the best rule of thumb for anywhere you spawn is to make sure you read the laws!&lt;br /&gt;
If they aren't available (usually on the ground) then don't be afraid to ask around.&lt;br /&gt;
&lt;br /&gt;
Reading the laws you can do by clicking on 'objects', which lists all objects on the [[Ground|ground]] on that location, including notes, and then on the eye-buttons to read the specific notes that you see. Most locations with at least a few people living there will have a note with general rules or laws. But, not all locations have laws.&lt;br /&gt;
&lt;br /&gt;
There are no game rules stating you must follow the laws of your society. But remember, if you choose to be someone who breaks the law, be sure you can get away with it, unless you want to face the consequences.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Keep It Original! ==&lt;br /&gt;
Another good idea is to make your characters as original as possible. Using outside names of people and organizations is generally frowned upon by serious roleplayers. It shows a lack of imagination which makes Cantr so great. Even if your character does not assume the aspects of the real life person your character will be taken much less seriously then a character with an orginal name.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Out Of Character \ In Character ==&lt;br /&gt;
&lt;br /&gt;
OOC is the tag most use in game to indicate that the &amp;quot;player&amp;quot; uses to convey a message from their point of view rather than the characters. This is generally frowned upon in the game but is still used in certain cases. If you *must* speak OOC, it's preferred you do so in a whisper.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Ground&amp;diff=562</id>
		<title>Ground</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Ground&amp;diff=562"/>
				<updated>2005-07-13T12:26:08Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ground in Cantr contains the items you see when you click on 'Objects' on top of your characters page.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Animal&amp;diff=255</id>
		<title>Animal</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Animal&amp;diff=255"/>
				<updated>2005-07-13T12:25:39Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many different animals in the Cantr world. These are the only non-player characters in the game - all other characters you encounter are played by other players like you.&lt;br /&gt;
&lt;br /&gt;
Animals in Cantr are always living in groups or packs, but a pack can be only one animal large. Animals can reproduce, travel from one place to another, and attack characters. In return, you can attack animals and when you kill them use the products that end up on the [[Ground|ground]].&lt;br /&gt;
&lt;br /&gt;
There are plans to 'individualise' animals, so that they do not live in packs anymore, which will allow for new features like animals entering (and being locked up in) buildings or vehicles, animals being domesticated, etc. But this is all future planning which might take some time.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Weapons_and_protection&amp;diff=272</id>
		<title>Weapons and protection</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Weapons_and_protection&amp;diff=272"/>
				<updated>2005-07-13T12:22:16Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing you should know about weapons and protection is that Cantr II is not a &amp;quot;Hack and Slash&amp;quot; game.  You can only attack an individual once per day. However, in any society, there are instances when violence is necessary.&lt;br /&gt;
&lt;br /&gt;
==Bladed Weapons==&lt;br /&gt;
&lt;br /&gt;
Most bladed weapons have two parts. To build the blade, you require an small sharpening block in the room, as well as a flatter, set hammer, peen hammer, and sledgehammer in your inventory while working on the project. The other part of the weapon varies widely, check each weapon for more information.&lt;br /&gt;
&lt;br /&gt;
To attatch the blade to the hilt or shaft, just start a project to build that weapon, and then add the required parts to the project. You'll need a peen hammer to attatch the blade, and an anvil in the room.&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
&lt;br /&gt;
Bows require various parts in construction. You'll need to start a project for the bow you want, and add all of the required objects. Most are made of wood, and require tools like a knife, or a carving knife.&lt;br /&gt;
&lt;br /&gt;
To create any bow you'll need a bowstring. This can be made out of practically any clothing material, or sinew in the case of the primitive bow. You'll need a twiner to create string, and then a string jig in to create a bowstring.&lt;br /&gt;
&lt;br /&gt;
To assemble any bow except the primitive one, you'll need a bow stringer in the room.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
&lt;br /&gt;
Bone shields are a wise thing to build for a character without much access to anything. They can be created without the use of anything other than bones and a little hide. You'll need some small bones as well as some large bones, and a knife to construct it. Luckily, bone will do.&lt;br /&gt;
&lt;br /&gt;
A buckler is an economic choice for decent protection against [[Animals|animals]]. They require a small ammount of wood and hide, and a hammer to construct.&lt;br /&gt;
&lt;br /&gt;
A wooden shield is ideal for young characters, as it does not take much refining to get. All you need to do is get 500 grams of wood, which can be gathered as a raw resource, unlike iron. While not quite as good as an iron shield, this will protect against almost all animal and newspawn-gone-crazy attacks.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill a desert tortoise, their shells make excellent shields.  Better than wood but not quite as good as iron.  Of course, if you have a weapon that can kill a desert tortoise, you probably don't need a tortoiseshell shield.&lt;br /&gt;
&lt;br /&gt;
A chitin shield is a rare item that is made from the shell of a scarab.&lt;br /&gt;
&lt;br /&gt;
An [[Iron|iron]] shield is the best protection cantr has to offer. Only the biggest beasts of animals, and the strongest weapons can get through it. Certianly an essential for combat. Requires a hammer to make.&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapons that require no tools or machinery to make are ideal for newspawns. Some examples include bone knives, primitive bows, bone clubs, or bone spears.&lt;br /&gt;
&lt;br /&gt;
In combat situation, basic weapons are usually (but not always) blocked by shields. However, even a basic weapon will increase the damage you do to animals and to people (if you bypass their shields).&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Clothing&amp;diff=248</id>
		<title>Clothing</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Clothing&amp;diff=248"/>
				<updated>2005-07-13T12:21:43Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clothes currently serve no known purpose in Cantr, other than for roleplaying purposes, and for demonstrating wealth. Generally only the elite characters of Cantr wear any mentionable clothing, except for some regions where clothing is considered more important.&lt;br /&gt;
&lt;br /&gt;
==Types of Materials==&lt;br /&gt;
&lt;br /&gt;
The main types of clothing in Cantr are hemp, silk, cotton, leather and wool.&lt;br /&gt;
&lt;br /&gt;
For cotton, you're going to need to use a cotton gin to create cotton fibres out of raw cotton, firstly.&lt;br /&gt;
&lt;br /&gt;
You will need to turn the cotton fibres, raw hemp, or silk cocoons into yarn, which will require a spindle. You then turn the yarn into their respective cloth which will require the use of a loom. The cloth can then be made into clothing which usually requires a needle, and could possibly require other tools such as scissors.&lt;br /&gt;
&lt;br /&gt;
To make wool clothing, you will first need to make the wool into wool yarn with the use of a spindle, and then make the atricle of clothing which almost always requires the use of knitting needles.&lt;br /&gt;
&lt;br /&gt;
Leather requires processing hide into a cured state.&lt;br /&gt;
&lt;br /&gt;
You can also make other assorted clothing and jewelry out of hide, bones and other [[Animals|animal]] products.&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Meat&amp;diff=299</id>
		<title>Meat</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Meat&amp;diff=299"/>
				<updated>2005-07-13T12:21:11Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you kill an animal, you will be rewarded with some meat, the amount of which depends on the [[Animals|animal]]'s size.&lt;br /&gt;
&lt;br /&gt;
This meat is not edible before it is somehow processed, e.g. into [[Grilled_Meat|grilled meat]].&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	<entry>
		<id>http://wiki.cantr.net/index.php?title=Meat&amp;diff=232</id>
		<title>Meat</title>
		<link rel="alternate" type="text/html" href="http://wiki.cantr.net/index.php?title=Meat&amp;diff=232"/>
				<updated>2005-07-13T12:20:22Z</updated>
		
		<summary type="html">&lt;p&gt;Jos Elkink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you kill an animal, you will be rewarded with some meat, the amount of which depends on the animal's size.&lt;br /&gt;
&lt;br /&gt;
This meat is not edible before it is somehow processed, e.g. into [[Grilled_Meat|grilled meat]].&lt;/div&gt;</summary>
		<author><name>Jos Elkink</name></author>	</entry>

	</feed>