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	<id>https://pix-equivalent-burst-tested.trycloudflare.com/index.php?action=history&amp;feed=atom&amp;title=Modding</id>
	<title>Modding - Revision history</title>
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	<updated>2026-07-05T02:49:06Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;diff=102&amp;oldid=prev</id>
		<title>172.17.0.1: Style: no em dashes; Shop keeps only shop-scoped pity info</title>
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		<updated>2026-07-05T01:24:08Z</updated>

		<summary type="html">&lt;p&gt;Style: no em dashes; Shop keeps only shop-scoped pity info&lt;/p&gt;
&lt;a href=&quot;https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;amp;diff=102&amp;amp;oldid=71&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;diff=71&amp;oldid=prev</id>
		<title>172.17.0.1: Match image display sizes to the source document</title>
		<link rel="alternate" type="text/html" href="https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;diff=71&amp;oldid=prev"/>
		<updated>2026-07-05T01:03:17Z</updated>

		<summary type="html">&lt;p&gt;Match image display sizes to the source document&lt;/p&gt;
&lt;a href=&quot;https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;amp;diff=71&amp;amp;oldid=69&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;diff=69&amp;oldid=prev</id>
		<title>172.17.0.1: Add the original guide&#039;s 57 screenshots (hosted as extension assets)</title>
		<link rel="alternate" type="text/html" href="https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;diff=69&amp;oldid=prev"/>
		<updated>2026-07-05T00:53:48Z</updated>

		<summary type="html">&lt;p&gt;Add the original guide&amp;#039;s 57 screenshots (hosted as extension assets)&lt;/p&gt;
&lt;a href=&quot;https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;amp;diff=69&amp;amp;oldid=64&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;diff=64&amp;oldid=prev</id>
		<title>172.17.0.1: Adapted from VirtuaVirtue&#039;s Downwell Modding Documentation, with decompilation findings</title>
		<link rel="alternate" type="text/html" href="https://pix-equivalent-burst-tested.trycloudflare.com/index.php?title=Modding&amp;diff=64&amp;oldid=prev"/>
		<updated>2026-07-05T00:46:30Z</updated>

		<summary type="html">&lt;p&gt;Adapted from VirtuaVirtue&amp;#039;s Downwell Modding Documentation, with decompilation findings&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;Downwell&amp;#039;&amp;#039; is a GameMaker game, and nearly everything about it — sprites, code, sounds — lives in a single &amp;lt;code&amp;gt;data.win&amp;lt;/code&amp;gt; file that can be edited with &amp;#039;&amp;#039;&amp;#039;UndertaleModTool&amp;#039;&amp;#039;&amp;#039;. This page is adapted from [https://docs.google.com/document/d/1bjOP715lMkC5dbPnMfEyhSGs4RvKaqw-OcRUvz6Co_8/ VirtuaVirtue&amp;#039;s Downwell Modding Documentation], with additions from this wiki&amp;#039;s own decompilation notes.&lt;br /&gt;
&lt;br /&gt;
== Tools required ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[https://github.com/UnderminersTeam/UndertaleModTool UndertaleModTool]&amp;#039;&amp;#039;&amp;#039; — the only tool you strictly need. Download a &amp;#039;&amp;#039;Stable&amp;#039;&amp;#039; release (&amp;quot;Bleeding Edge&amp;quot; is newer but less stable).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Any pixel-precise image editor&amp;#039;&amp;#039;&amp;#039; — Paint.NET, Aseprite, even MS Paint.&lt;br /&gt;
&lt;br /&gt;
The game data lives at:&lt;br /&gt;
 C:\Program Files (x86)\Steam\steamapps\common\Downwell\data.win&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Make a backup of &amp;lt;code&amp;gt;data.win&amp;lt;/code&amp;gt; before editing — you are modifying the game itself.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Tutorial: new upgrades ==&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]] are the items offered at the end of every level. They are the best starting point for modding: little to no coding knowledge required.&lt;br /&gt;
&lt;br /&gt;
=== Sprites ===&lt;br /&gt;
&lt;br /&gt;
Each upgrade is one sprite with two frames:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Frame 0&amp;#039;&amp;#039;&amp;#039; — the selection icon shown on the end-of-level choice screen. 24×24 pixels.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Frame 1&amp;#039;&amp;#039;&amp;#039; — the inventory icon shown in the corner once taken. 12×12 pixels.&lt;br /&gt;
&lt;br /&gt;
Upgrade sprites use &amp;#039;&amp;#039;&amp;#039;at most three colors&amp;#039;&amp;#039;&amp;#039;: red &amp;lt;code&amp;gt;#FF0000&amp;lt;/code&amp;gt;, white &amp;lt;code&amp;gt;#FFFFFF&amp;lt;/code&amp;gt; and black &amp;lt;code&amp;gt;#000000&amp;lt;/code&amp;gt;. The game&amp;#039;s palette shaders automatically remap them to the player&amp;#039;s chosen [[Palettes|palette]].&lt;br /&gt;
&lt;br /&gt;
=== Naming scheme ===&lt;br /&gt;
&lt;br /&gt;
Name the files as frames of one sprite, e.g. for a &amp;quot;Knuckle Sandwich&amp;quot; upgrade:&lt;br /&gt;
 sUgSandwich_0.png   (large icon)&lt;br /&gt;
 sUgSandwich_1.png   (small icon)&lt;br /&gt;
&lt;br /&gt;
UndertaleModTool imports numbered files as frames of the same sprite. Put them alone in a folder.&lt;br /&gt;
&lt;br /&gt;
=== Importing ===&lt;br /&gt;
&lt;br /&gt;
# Open &amp;lt;code&amp;gt;data.win&amp;lt;/code&amp;gt; in UndertaleModTool.&lt;br /&gt;
# Run &amp;#039;&amp;#039;&amp;#039;Scripts → Resource Repackers → ImportGraphics.csx&amp;#039;&amp;#039;&amp;#039; and select your folder.&lt;br /&gt;
# Check that a new &amp;lt;code&amp;gt;UndertaleEmbeddedTexture&amp;lt;/code&amp;gt; exists (a texture-loading warning at this stage can be ignored, or save and reload).&lt;br /&gt;
# Find your sprite in the &amp;#039;&amp;#039;Sprites&amp;#039;&amp;#039; section and check its properties — most importantly the &amp;#039;&amp;#039;&amp;#039;origin must be 12×12&amp;#039;&amp;#039;&amp;#039; so the icons align in the menu and inventory.&lt;br /&gt;
&lt;br /&gt;
=== language.ini ===&lt;br /&gt;
&lt;br /&gt;
All of the game&amp;#039;s text lives in &amp;lt;code&amp;gt;language.ini&amp;lt;/code&amp;gt; next to &amp;lt;code&amp;gt;data.win&amp;lt;/code&amp;gt;. Add your upgrade&amp;#039;s name to the &amp;lt;code&amp;gt;ugName&amp;lt;/code&amp;gt; section — the last vanilla entry is &amp;lt;code&amp;gt;ugName22&amp;lt;/code&amp;gt;. Entries for the other languages are optional, but without them those languages show a blank name and description.&lt;br /&gt;
&lt;br /&gt;
=== The upgrade table ===&lt;br /&gt;
&lt;br /&gt;
Search for &amp;#039;&amp;#039;upgrades&amp;#039;&amp;#039; in UndertaleModTool and open &amp;lt;code&amp;gt;gml_Script_scrUpgrades&amp;lt;/code&amp;gt; under &amp;#039;&amp;#039;Code&amp;#039;&amp;#039;. This script is the upgrade database: every upgrade in the game is a block of &amp;lt;code&amp;gt;global.ug&amp;lt;/code&amp;gt; assignments, with &amp;lt;code&amp;gt;i += 1&amp;lt;/code&amp;gt; between blocks (the index — without the increment you overwrite the previous entry).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Field !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ug[i][0]&amp;lt;/code&amp;gt; || Name (shown on the choice screen)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ug[i][1]&amp;lt;/code&amp;gt; || Copies currently owned — the game resets it; leave at 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ug[i][2]&amp;lt;/code&amp;gt; || Sprite &amp;#039;&amp;#039;&amp;#039;index&amp;#039;&amp;#039;&amp;#039;. The first sprite a mod imports lands at index 741; add 1 per additional sprite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ug[i][3]&amp;lt;/code&amp;gt; || Description; &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; is a line break&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ug[i][4]&amp;lt;/code&amp;gt; || Maximum copies obtainable. The pickers only offer an upgrade while &amp;lt;code&amp;gt;ug[i][1] &amp;lt; ug[i][4]&amp;lt;/code&amp;gt; — vanilla entries with 0 here (Dumbbell, Super Charge, Sudden Fortune) are cut content that can never appear. Leave at 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ug[i][5]&amp;lt;/code&amp;gt; || Price in gems — &amp;#039;&amp;#039;&amp;#039;only read for the shop consumables&amp;#039;&amp;#039;&amp;#039; (indexes 100–105); dead data for regular upgrades. Leave at 200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ug[i][6]&amp;lt;/code&amp;gt; || Japanese name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ug[i][7]&amp;lt;/code&amp;gt; || Japanese description&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Copy an existing block to the end of the list, keep the &amp;lt;code&amp;gt;i += 1&amp;lt;/code&amp;gt; above it, and fill in your values.&lt;br /&gt;
&lt;br /&gt;
=== Functionality ===&lt;br /&gt;
&lt;br /&gt;
Search for &amp;#039;&amp;#039;pug&amp;#039;&amp;#039; (Player UpGrade) and open &amp;lt;code&amp;gt;gml_Script_scrIncrementPug&amp;lt;/code&amp;gt;. It is one large &amp;lt;code&amp;gt;switch&amp;lt;/code&amp;gt; over the upgrade index, run when an upgrade is taken. Add a &amp;lt;code&amp;gt;case&amp;lt;/code&amp;gt; for your index at the bottom (the 24th item is &amp;lt;code&amp;gt;case 23&amp;lt;/code&amp;gt; — indexes start at 0) and put your effect there.&lt;br /&gt;
&lt;br /&gt;
== Tutorial: new styles ==&lt;br /&gt;
&lt;br /&gt;
[[Styles]] are the characters chosen at the start of a run.&lt;br /&gt;
&lt;br /&gt;
=== Sprites ===&lt;br /&gt;
&lt;br /&gt;
A style needs a &amp;#039;&amp;#039;&amp;#039;run cycle of 8 frames&amp;#039;&amp;#039;&amp;#039; and an &amp;#039;&amp;#039;&amp;#039;idle animation of 4 frames&amp;#039;&amp;#039;&amp;#039;, at 15×15 pixels, using the same three-color rule as upgrades. Name them so they don&amp;#039;t collide with existing sprites, e.g.:&lt;br /&gt;
 sprPlayerIdleCart_0.png … sprPlayerIdleCart_3.png&lt;br /&gt;
 sprPlayerRunCart_0.png … sprPlayerRunCart_7.png&lt;br /&gt;
&lt;br /&gt;
Import exactly as in the upgrade tutorial, then check the sprite properties — here the &amp;#039;&amp;#039;&amp;#039;origin must be 6×6&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
=== language.ini ===&lt;br /&gt;
&lt;br /&gt;
Add the style&amp;#039;s name to the &amp;lt;code&amp;gt;styleName&amp;lt;/code&amp;gt; section — the last vanilla entry is &amp;lt;code&amp;gt;styleName4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Wiring it up ===&lt;br /&gt;
&lt;br /&gt;
Four scripts, all found by searching &amp;#039;&amp;#039;style&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;gml_GlobalScript_styleInit&amp;lt;/code&amp;gt; — declares each style&amp;#039;s name and animation sprite indexes (index variable &amp;lt;code&amp;gt;s&amp;lt;/code&amp;gt;, incremented per style like the upgrade table). Point the animation fields at your imported sprite indexes (double-click a sprite; its index is shown at the bottom right).&lt;br /&gt;
# &amp;lt;code&amp;gt;gml_GlobalScript_styleUpdate&amp;lt;/code&amp;gt; — runs when a style is selected and sets the player&amp;#039;s stats. Copy an existing &amp;lt;code&amp;gt;case&amp;lt;/code&amp;gt; to the end and adjust. Vanilla &amp;lt;code&amp;gt;gunType&amp;lt;/code&amp;gt; values are 0–6 (see the [[#Reference: weapon stats|weapon table]]).&lt;br /&gt;
# &amp;lt;code&amp;gt;gml_GlobalScript_styleSet&amp;lt;/code&amp;gt; — declares the animations again; possibly never called, but add your style for good practice.&lt;br /&gt;
# &amp;lt;code&amp;gt;gml_Object_PlayMenu_Create_0&amp;lt;/code&amp;gt; (search &amp;#039;&amp;#039;playmenu&amp;#039;&amp;#039;) — increment &amp;lt;code&amp;gt;styleMax&amp;lt;/code&amp;gt; by 1 so the menu shows your style.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking ===&lt;br /&gt;
&lt;br /&gt;
A new style starts locked with no unlock condition. Either:&lt;br /&gt;
* add it to the unlock tables — an entry in &amp;lt;code&amp;gt;gml_GlobalScript_unlockGoalNum&amp;lt;/code&amp;gt; (shifting the later indexes) and a &amp;lt;code&amp;gt;case&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;gml_GlobalScript_unlockNotice&amp;lt;/code&amp;gt; — or&lt;br /&gt;
* cheat it open: in &amp;lt;code&amp;gt;save.ini&amp;lt;/code&amp;gt; (at &amp;lt;code&amp;gt;C:\Users\&amp;lt;you&amp;gt;\AppData\Local\Downwell_v1_0_5&amp;lt;/code&amp;gt;) set the &amp;lt;code&amp;gt;gems&amp;lt;/code&amp;gt; field, your progress toward all unlockables, to something absurd.&lt;br /&gt;
&lt;br /&gt;
== Reference: weapon stats ==&lt;br /&gt;
&lt;br /&gt;
New weapons are added in &amp;lt;code&amp;gt;gml_GlobalScript_bStatInitLevel1&amp;lt;/code&amp;gt; by copying an existing weapon&amp;#039;s block. Increment &amp;lt;code&amp;gt;gunnum&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;gunnum += 1&amp;lt;/code&amp;gt;) above every new weapon.&lt;br /&gt;
&lt;br /&gt;
Most stats are arrays of two values: &amp;lt;code&amp;gt;[gunnum][0]&amp;lt;/code&amp;gt; applies &amp;#039;&amp;#039;&amp;#039;without gem high&amp;#039;&amp;#039;&amp;#039;, &amp;lt;code&amp;gt;[gunnum][1]&amp;lt;/code&amp;gt; &amp;#039;&amp;#039;&amp;#039;with gem high&amp;#039;&amp;#039;&amp;#039; (typically slightly stronger).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatName&amp;lt;/code&amp;gt; || Pickup name, quoted, usually capitalised — e.g. &amp;lt;code&amp;gt;&amp;quot;NOPPY&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatGunSprite&amp;lt;/code&amp;gt; || Letter shown on the collectible: position in the alphabet minus one (11 = &amp;quot;L&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatObject&amp;lt;/code&amp;gt; || Bullet object index — 261 for MACHINEGUN/SHOTGUN/TRIPLE/PUNCHER/BURST/NOPPY, 260 for LASER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatBulletSprite&amp;lt;/code&amp;gt; || Bullet sprite index (LASER: 466 normal, 465 gem high)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatSound&amp;lt;/code&amp;gt; || Firing sound index (LASER: 20 normal, 21 gem high)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatMuzzle&amp;lt;/code&amp;gt; || Muzzle-flash sprite index (SHOTGUN: 603 normal, 602 gem high)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatConRate&amp;lt;/code&amp;gt; || Charge consumed per shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatRof&amp;lt;/code&amp;gt; || Rate of fire — lower is faster; negatives appear to disable it&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatRecoil&amp;lt;/code&amp;gt; || Vertical speed lost when firing&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatScreenShake&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;bStatScreenShakeDur&amp;lt;/code&amp;gt; || Screen-shake strength / duration&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatDelayKill&amp;lt;/code&amp;gt; || Unclear; rapid-fire weapons set 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatBurst&amp;lt;/code&amp;gt; || Burst-fire flag; only SHOTGUN and BURST set 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatBurstRate&amp;lt;/code&amp;gt; || Delay between burst bullets — lower is faster&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatBurstAmount&amp;lt;/code&amp;gt; || Bullets per trigger pull&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatDamage&amp;lt;/code&amp;gt; || Damage per bullet (MACHINEGUN: 9 normal, 15 gem high)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatSpeed&amp;lt;/code&amp;gt; || Bullet speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatAccuracy&amp;lt;/code&amp;gt; || Random spread&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatPierce&amp;lt;/code&amp;gt; || 1 = bullets pass through enemies/objects while damaging them (LASER)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatWave&amp;lt;/code&amp;gt; || Unused&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatExplode&amp;lt;/code&amp;gt; || Unused by vanilla — set 1 and every bullet explodes; balance accordingly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatRangeRandom&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;bStatRangeTimer&amp;lt;/code&amp;gt; || Bullet lifetime and its randomisation (how SHOTGUN pellets vanish unevenly)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatSpType&amp;lt;/code&amp;gt; || Appears to control TRIPLE&amp;#039;s three-bullet spawn&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatSpTy1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || Undetermined; copy from the closest vanilla weapon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bStatAimAngleAccl&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;Dccl&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;Limit&amp;lt;/code&amp;gt; || Aim rotation speed/deceleration/max angle — only NOPPY aims (limit 25)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
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