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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chrispy</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chrispy"/>
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	<updated>2026-05-07T23:43:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40689</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40689"/>
		<updated>2008-09-16T00:59:57Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: crossbow dwarves will spar without bolts now, as if using hammers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including [[shield]]s.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other [[weapon]]s. The weapon you wish for them to spar with can be chosen through the {{K|M}}ilitary screen, and then the {{K|w}}eapons selection.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat whilst the most damaging injury performance wise is a blow to the spine, which prevents sparring from the injured party for the rest of his/her life, although it won't prevent the dwarf from fighting or training with a [[crossbow]].&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.  There are plans to allow these more serious wounds to &amp;quot;heal over&amp;quot;; such wounds will be permanent, but the pain will go away, the wound will scar over, and the dwarves will be able to get back to their normal duties in a limited fashion (see [[Future of the Fortress]]).&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he or she has gained much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him or her from duty]] so that dwarf can at least serve your economy as a hauler (or Royal Guard), and a new dwarf can claim his or her weapon and armor to practice with.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*Equipping soldiers with good armor is always useful to protect injury, whether sparring or fighting real threats. [[Iron]] chain is good, [[steel]] plate better, [[quality|high-quality]] steel plate best of all. High-quality steel shields are also recommended. See [[Armor#Using armor|Using Armor]] for more details.&lt;br /&gt;
*Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. Silver weapons do only 50% of the damage of [[iron]] weapons. [[Wood|Wooden]] weapons also do only 50% of the damage of iron ones, but can only be gained through trade with the [[elves]]. Beware, as it can be time consuming to force your soldiers to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush; if your soldiers enter battle with their sparring weapons they will be much less effective.&lt;br /&gt;
*It is strongly recommended to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve several levels in Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
*It is also worth noting that Guards spar just like off-duty soldiers, and when appropriately equipped, this will have all the effects listed above.  Taking advantage of this by recruiting directly from the Fortress Guard and Royal Guard will help ensure that even the newest recruits will have at least ''some'' training should they be sent into battle.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarves do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]]: [[metal]] bolts will not be wasted on target practice. The shooting range must also be designated properly from the archery target (see that article for more information). Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so it may be useful to get them involved in a few unarmed, armored sparring matches in the barracks so they can handle return fire (or a close-quarters ambush).&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will use the [[hammerdwarf]] skill to spar if there are no available wood or bone bolts.  So it's a good idea to make sure your crossbow dwarves are wearing armour.&lt;br /&gt;
&lt;br /&gt;
== Live Combat Training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat as well. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle. An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a Legendary weapon and armour user can cut a swathe through an invading column without taking a scratch.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s use their [[pick]] when fighting unarmed, and get bonuses from their Mining skill. They gain experience in the Mining skill rather than Wrestling. Because of this an expert miner can quickly level-up when sparring unarmed.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_crafter&amp;diff=20934</id>
		<title>40d:Stone crafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_crafter&amp;diff=20934"/>
		<updated>2008-09-15T17:08:30Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #0ff&lt;br /&gt;
| skill      = Stone crafter&lt;br /&gt;
| speciality = Stone crafter&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = Stone crafting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* make rock short [[sword]]&lt;br /&gt;
* make rock [[craft]]s&lt;br /&gt;
* make rock [[toy]]&lt;br /&gt;
* make rock [[instrument]]&lt;br /&gt;
* make rock [[mug]]&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Craftsdwarf's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Stone crafters''' make [[stone]] craft goods, such as short [[sword]]s from [[obsidian]] or rock [[instrument]]s, at a [[Craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_crafter&amp;diff=20933</id>
		<title>40d:Stone crafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_crafter&amp;diff=20933"/>
		<updated>2008-09-15T17:08:02Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #0ff&lt;br /&gt;
| skill      = Stone crafter&lt;br /&gt;
| speciality = Stone crafter&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = Stone crafting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* make rock short [[sword]]&lt;br /&gt;
* make rock [[craft]]s&lt;br /&gt;
* make rock [[toy]]&lt;br /&gt;
* make rock [[instrument]]&lt;br /&gt;
* make rock [[mug]]&lt;br /&gt;
* make dirt [[road]]&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Craftsdwarf's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Stone crafters''' make [[stone]] craft goods, such as short [[sword]]s from [[obsidian]] or rock [[instrument]]s, at a [[Craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14928</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14928"/>
		<updated>2008-07-15T04:39:50Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: /* Map Generation for 39a */  Signing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They could be moved to the seed pages for older versions. A lot of the older maps have completely different features(magma, hidden fun stuff, underground lakes) than advertised when played on 38c. --[[User:Doniazade|Doniazade]] 09:49, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
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:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
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==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
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::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
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== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
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:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
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== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
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== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;br /&gt;
:Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:53, 21 March 2008 (EDT)&lt;br /&gt;
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== Ewèlina, The Enchanted Land ==&lt;br /&gt;
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Rock salt is not a flux. --[[User:GreyMario|GreyMario]] 22:34, 11 April 2008 (EDT)&lt;br /&gt;
:Well that sucks. I thought all the stones listed in white on the embark screen here flux. I live and learn. Updating article. [[User:Yvain|Yvain]] 01:32, 13 April 2008 (EDT)&lt;br /&gt;
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Is the seed right? coz i get the right world name but that map is different... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Balistora|Balistora]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The downloadable worlds were generated in a different version and won't generate the same in the current one. If you want a world to generate a copy of, look at the seeds section of the article. [[User:VengefulDonut|VengefulDonut]] 10:44, 15 April 2008 (EDT)&lt;br /&gt;
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== Xah Rabin - The Dimension of Omen ==&lt;br /&gt;
This map needs a proper description of location and features.--[[User:Doniazade|Doniazade]] 10:44, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map Generation for 39a==&lt;br /&gt;
Since there are many more options available in the new version, just having a 'seed' isn't quite enough, esp if many options are changed.  Maybe we could ask toady to get a settings import/export to a file or a hash sequence that we could enter in?  Either that, or we need a whole new table and way to display these settings. [[User:Chrispy|Chrispy]] 00:39, 15 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14927</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14927"/>
		<updated>2008-07-15T04:39:33Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
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: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
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:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
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:They could be moved to the seed pages for older versions. A lot of the older maps have completely different features(magma, hidden fun stuff, underground lakes) than advertised when played on 38c. --[[User:Doniazade|Doniazade]] 09:49, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;br /&gt;
:Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:53, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ewèlina, The Enchanted Land ==&lt;br /&gt;
&lt;br /&gt;
Rock salt is not a flux. --[[User:GreyMario|GreyMario]] 22:34, 11 April 2008 (EDT)&lt;br /&gt;
:Well that sucks. I thought all the stones listed in white on the embark screen here flux. I live and learn. Updating article. [[User:Yvain|Yvain]] 01:32, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is the seed right? coz i get the right world name but that map is different... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Balistora|Balistora]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The downloadable worlds were generated in a different version and won't generate the same in the current one. If you want a world to generate a copy of, look at the seeds section of the article. [[User:VengefulDonut|VengefulDonut]] 10:44, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Xah Rabin - The Dimension of Omen ==&lt;br /&gt;
This map needs a proper description of location and features.--[[User:Doniazade|Doniazade]] 10:44, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map Generation for 39a==&lt;br /&gt;
Since there are many more options available in the new version, just having a 'seed' isn't quite enough, esp if many options are changed.  Maybe we could ask toady to get a settings import/export to a file or a hash sequence that we could enter in?  Either that, or we need a whole new table and way to display these settings.&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5990</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5990"/>
		<updated>2008-07-15T04:31:08Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Note:  This has been expanded greatly in the new version.=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World creation options ==&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen1.png | none | frame | 500px | Opening world generation screen.]]&lt;br /&gt;
&lt;br /&gt;
Once you choose &amp;quot;Create World&amp;quot; you will be brought to the parameters screen. Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''[[#Name|Name]]''' - The name of your world, either random or predetermined.&lt;br /&gt;
* '''[[#Parameter selection|Parameter selection]]''' - If you have saved different world generation parameters, they will be listed here.&lt;br /&gt;
* '''[[#Options|Options]]''' - This is where you can choose to alter the various parameters for world generation.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter selection|select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, a pseudo-random number generator uses a specially selected mathematical sequence to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation at the same point in the sequence, which theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed.  You can enter a name or choose to have one randomly generated.&lt;br /&gt;
&lt;br /&gt;
* To change the name of your world press the {{k|n}} key, and type in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;STANDARD&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Reset world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|Enter}}. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen3.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen4.png | none | frame | 400px | Example exported map image.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|Enter}} to return to the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch processing ===&lt;br /&gt;
&lt;br /&gt;
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM STANDARD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you are typing this into a command prompt rather than making a batch file use %i rather %%i&lt;br /&gt;
&lt;br /&gt;
=== How World Generation Works ===&lt;br /&gt;
&lt;br /&gt;
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:&lt;br /&gt;
&lt;br /&gt;
[Note: Information on this list is largely taken from the [[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview]] of [[Toady]] at Gamasutra]&lt;br /&gt;
# '''Preparing Elevation/Setting Temerature:''' Fractal maps are generated, laying out basic information about the world:&lt;br /&gt;
#* Four main maps, used to generate biomes:&lt;br /&gt;
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land.&lt;br /&gt;
#** Temperature: The temperature map is biased according to latitude and elevation.&lt;br /&gt;
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].&lt;br /&gt;
#** Drainage: This tells how quickly water drains from an area.&lt;br /&gt;
#* Four others:&lt;br /&gt;
#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as civilizations log away at forests.&lt;br /&gt;
#** Salinity: Differentiates saltwater/freshwater marshes and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.&lt;br /&gt;
#** Savagery: How dangerous wildlife is in an area.&lt;br /&gt;
#** Good/Evil: This affects the type of wildlife in an area.&lt;br /&gt;
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is &amp;gt;=66/100 and drainage is less than 50, then an area is a swamp).&lt;br /&gt;
# '''Running Rivers:''' Now erosion and the creation of rivers are simulated. &lt;br /&gt;
#* To quote [[Toady]]:  &amp;quot;It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this.&amp;quot;&lt;br /&gt;
# '''Forming Lakes:''' Lakes are created and rivers are finalized.&lt;br /&gt;
#* River loops created by the previous step are fixed.&lt;br /&gt;
#* Flow amounts are calculated to determine which rivers are tributaries.&lt;br /&gt;
#* Rivers are also named during this step.&lt;br /&gt;
# '''Forming Regions:''' Now the generator looks at the major [[biome]] that occupies each square, and forms [[regions]], or connected areas on the map that contain the same major biome type. Each region gets its own name via the [[Random Name Generator]].&lt;br /&gt;
# '''Growing Vegetation:''' Vegetation populations are calculated for each area.&lt;br /&gt;
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency.&lt;br /&gt;
# '''Recounting Legends:''' The history of the world is simulated up to year 1050.&lt;br /&gt;
#* Age of Myth: years 1-499&lt;br /&gt;
#* Age of Legends: years 500-1049&lt;br /&gt;
#* Golden Age: year 1050 and onward&lt;br /&gt;
# '''Finalization:''' World generation variables are reviewed and finalized.&lt;br /&gt;
# '''Upon Exit:''' All world information is exported to a &amp;quot;region&amp;quot; folder in 'data/save/'&lt;br /&gt;
&lt;br /&gt;
====Rejects====&lt;br /&gt;
&lt;br /&gt;
Rejects can occur at any step up to terrain verification. They are the result of certain world variables going outside of ideal conditions, and result in the currently generating world being &amp;quot;tossed out&amp;quot; and another rolled up. &lt;br /&gt;
&lt;br /&gt;
The number of potential rejects is arbitrary, so if you are using a slow computer, or simply don't want to wait through world generation, you can download one of the [[Pregenerated Worlds]]. However, some find watching their world unfold to be a worthwhile experience. Also note that as Dwarf Fortress rises in versions, world generation will most likely become more interesting, particularly once overland armies are implemented.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Furniture&amp;diff=19103</id>
		<title>40d Talk:Furniture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Furniture&amp;diff=19103"/>
		<updated>2008-07-12T01:39:20Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: /* Confusing Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We should delete this and merge it into the category Furniture(can't link it here or the wiki thinks I'm placing this page into the category). --[[User:Valdemar|Valdemar]] 10:42, 4 November 2007 (EST)&lt;br /&gt;
:*What you want is &amp;lt;nowiki&amp;gt;[[:Category:Furniture]]&amp;lt;/nowiki&amp;gt;. Like this: [[:Category:Furniture]]. -- [[User:Juckto|Juckto]] 19:50, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shouldn't beds be included as well? --[[User:Kingzilla|Kingzilla]] 11:05, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== But how do I make it? ==&lt;br /&gt;
&lt;br /&gt;
This article tells me what furniture types there are....&lt;br /&gt;
&lt;br /&gt;
but I still don't know how to get my [[dwarves]] to make a [[bed]] or a [[door]].&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:02, 2 January 2008 (EST)&lt;br /&gt;
:Beds and doors can both be created at carpenter workshops. Stone doors can be made from mason workshop. After making them,  they will either sit around in the workshop unused or be put in storage - you place them in he desired position with the option in the Build menu. --[[User:Jackard|Jackard]] 05:48, 2 January 2008 (EST)&lt;br /&gt;
:Have you tried all the [[workshops]]--[[User:Nog|Nog]] 03:13, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Barrel ==&lt;br /&gt;
&lt;br /&gt;
Empty barrels are stored in furniture piles, which is why I think they were on this list. --[[User:Mitchy|Mitchy]] 11:44, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:right,have seen one now on a funiture pile --[[User:Koltom|Koltom]] 12:50, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confusing Tables ==&lt;br /&gt;
&lt;br /&gt;
The tables at the end of this article are confusing. I think the one on the left is a list of things that are placed in a furniture stockpile. If so, there's two errors: chains are finished goods, and cages go in animal stockpiles. &lt;br /&gt;
&lt;br /&gt;
The table to the right seems to be items that are placed like furniture, but come from different stockpiles. The references to blocks and the screw trap seem to indicate anything that is needed for wells, pumps and the like. That could be a very long list, if you include weapon traps. Common stone should be on the list, and an alchemist's shop needs clear glass vials. &lt;br /&gt;
&lt;br /&gt;
--[[User:Strangething|Strangething]] 02:33, 7 July 2008 (EDT)&lt;br /&gt;
::When wanting to make chains in a forge, you build them under the furniture menu.  On a like note, how many bars are required to make each piece of furniture? [[User:Chrispy|Chrispy]] 21:39, 11 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bin&amp;diff=18518</id>
		<title>40d:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bin&amp;diff=18518"/>
		<updated>2008-07-12T01:35:26Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Bin''' is a specially made basket for certain [[stockpiles]]. A bin can be made from one [[wood|wooden log]] at a [[carpenter's workshop]] or three bars of [[metal]] at a [[forge]]. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are [[ammo]], [[armor]], [[bar]]s/[[block]]s, [[cloth]], [[Currency|coins]], [[finished goods]], [[gems]], [[leather]] and [[weapons]]. [[Food]] stockpiles use [[barrel]]s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
When possible, dwarves will organize stockpiles with multiple bins into subgroups. Dwarves can mix items in a bin when given the order to through the stockpile menu.&lt;br /&gt;
&lt;br /&gt;
Bins also save time when hauling goods to the [[trade depot]], as a bin marked for trade will be carried along with all its contents.&lt;br /&gt;
&lt;br /&gt;
When making bins out of metal, you require 2 bars.  &lt;br /&gt;
&lt;br /&gt;
See [[stockpiles]] for more information on how things are organized with bins.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21818</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21818"/>
		<updated>2008-07-12T01:33:31Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: /* Base values of items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|0||[[Bone]], [[Shell]], [[Fat]], Mangled Meat...&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|1||[[Bolt]]s, [[Seed]]s, [[Tallow]], [[Animal]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Meat]], [[Fish]], Raw [[Fish]], [[Alcohol|Drink]]s, [[Plants]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||Raw Materials - Rough [[Gem]]s, [[Stone]], [[Log]]s etc&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Metal|Bars]], Cut [[Gems]], [[Blocks]], [[Sand]], [[Leather|Tanned Hides]], [[Animal Trap]]s, [[Bin]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|7||[[Cloth]]*&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||Coins, All [[furniture]] except [[statue]]s, all [[craft]]s, [[clothes]]*, [[Decoration]]s, [[Prepared meal]]s, large gems, [[Buckler]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|15||[[Shoes]]*, [[Clothing|Socks]]*, [[Boot]]s, [[Gauntlet]]s, [[Leggings]], [[Shield]]s, [[Helm]]s,&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Leather]] [[Armor]], [[Siege Ammo]], [[Flour]], [[Dwarven sugar|Sugar]], [[Dwarven syrup|Syrup]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]]s, [[Window]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Greaves]], [[Mechanism]]s, [[Siege Engine]] Parts&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Chain Mail]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|100||[[Plate Mail]], [[Anvil]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Cloth has an additional modifier of +20, finished goods made from cloth have a modifier of +40&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest -  that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Materials&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|1||Common [[Stone]] (Shale, Jet, Bauxite, [[Bituminous coal]], Cinnabar..), [[Bismuthinite]], [[Wood]], [[Leather]], [[Bone]], [[Shell]], '''Plants:''' [[Muck root]], [[Prickle berry]], [[Rat weed]], [[Hide root]], [[Sliver barb]], [[Sun berry]], [[Whip vine]],&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Charcoal]], Green [[Glass]], [[Silk]]**, '''Plants:''' [[Plump helmet]], [[Pig tail]], [[Cave wheat]], [[Sweet pod]], [[Quarry bush]], [[Bloated tuber]], [[Wild strawberry]], [[Longland grass]], [[Fisher berry]], [[Rope reed]], [[Dimple cup]], [[Blade weed]], '''Stone:''' any [[Flux]], '''Metals:''' [[Lead]], [[Nickel]], [[Zinc]], [[Bismuth]], [[Copper]], [[Tin]], '''Ores:''' [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Cassiterite]], '''Gems:''' [[Morion]], [[Onyx]], [[Schorl]], [[Moss agate]], [[Prase]], [[Variscite]], [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sard]], [[Sardonyx]], [[Lavendar jade]], [[Pink jade]], [[Brown jasper]], [[Fire agate]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]], [[Dendritic agate]], [[Fortification agate]], [[Gray chalcedony]], [[Milk quartz]], [[Moonstone]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Chrysoprase]], [[Chrysocolla]], [[Turquoise]], [[Citrine]], [[Pyrite]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Obsidian]], [[Potash]], [[Nickel silver]], [[Lay pewter]], [[Tetrahedrite]], [[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|4||[[Pearlash]], [[Trifle pewter]],&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]], [[Kobold bulb]], [[Valley herb]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|8||[[Sterling silver]], [[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||[[Silver]],[[Iron]], Crystal [[Glass]], [[Pig iron]], [[Horn silver]], [[Moss opal]], [[Prase opal]], [[Amber opal]], [[Wax opal]], [[Wood opal]], [[Bone opal]], [[Clear tourmaline]], [[Jasper opal]], [[Milk opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Shell opal]], [[Cherry opal]], [[Gold opal]], [[Resin opal]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|11||[[Black bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Melanite]], [[Red tourmaline]], [[Jelly opal]], [[Fire opal]], [[Pink tourmaline]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|20||[[Electrum]], [[Black pyrope]], [[Black zircon]], [[Green tourmaline]], [[Green zircon]], [[Almandine]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Purple spinel]], [[Rhodolite]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Bandfire opal]], [[Cat's eye]], [[Clear garnet]], [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Pinfire opal]], [[White opal]], [[Claro opal]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]], [[Aquamarine]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]], [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topaz]], [[Topazolite]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|23||[[Rose gold]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|40||[[Platinum]], [[Aluminum]], [[Sapphire]], [[Emerald]], [[Ruby]], [[Faint yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Black diamond]], [[Blue diamond]], [[Green diamond]], [[Red diamond]], [[Clear diamond]], [[Star sapphire]], [[Star ruby]], [[Yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|250||[[Raw adamantine]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; '''giant''' [[cave spider]] [[silk]] has an multiplier of 10, applied after base value, quality and addition of 40. Example: Wellcrafted giant cave spider silk robe (2*10*2+40)*10=800☼&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Quality|quality]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your [[craftsdwarf|craftsdwarves]] can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a [[gold]] stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.&lt;br /&gt;
&lt;br /&gt;
Engravings are decorations that treat all materials as having a modifier of 1- an engraving in mudstone is as valuable as an engraving in obsidian or raw adamantine.&lt;br /&gt;
&lt;br /&gt;
== Dyeing ==&lt;br /&gt;
Value gained by [[dye]]ing is added, like that of decorations. Only [[thread]], [[cloth]] and its products can be dyed. Details see [[Dye]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Anvil]] ||(100)||[[Steel]] ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Door]] ||(10)||[[Obsidian]] ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Block]] ||(5)||[[Wood]] ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblet]] ||(10)||[[Lead]] ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblet]] ||(10)||[[Aluminum]]||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ubersoldat&amp;diff=40263</id>
		<title>User talk:Ubersoldat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ubersoldat&amp;diff=40263"/>
		<updated>2008-04-14T23:28:35Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: New page: Heya!  Using the 'show preview' button at the bottom of the page helps keep the Recent Changes page uncluttered.  :D  --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heya!  Using the 'show preview' button at the bottom of the page helps keep the [[Special:Recentchanges|Recent Changes]] page uncluttered.  :D  --[[User:Chrispy|Chrispy]] 19:28, 14 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19648</id>
		<title>40d Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19648"/>
		<updated>2008-04-11T01:07:41Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are the bows and blowguns melee or ranged? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Both. When they run out of ammo the dwarves will beat their enemies to death with their bows. The listed damage is for when that happens. --[[User:Ikkonoishi|Ikkonoishi]] 17:15, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about damage done by artifact weapons? Is it x2 like masterwork items?&lt;br /&gt;
:The exact damage bonus granted by artifact weapons is unknown, though it's quite likely much higher than a masterwork, if the value is any indicator. It's difficult to determine the exact bonus, as it's not in the raws, Toady hasn't told us, and it's very difficult to gauge exactly how much damage a weapon is dealing due to how little is known about the combat calculations in general. --[[User:Hesitris|Hesitris]] 07:31, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Conflicting Info? ==&lt;br /&gt;
&lt;br /&gt;
Earlier on, we say that dwarves can't wield bows because they are too big.  Down in the tables, the bow is listed as two handed and not unwieldable.  Need to correct one or the other (I'm too lazy to verify that in the current version bows are still unwieldable.)  --[[User:TheUbie|TheUbie]] 06:20, 28 November 2007 (EST)&lt;br /&gt;
:Well, a bow is two handed and unwieldable to dwarves, do you mean in adventure mode with humans/elves?  I think most of this data is fortress mode specific. --Gotthard 18:15, 28 November 2007 (EST)&lt;br /&gt;
::I didn't write the article, so I don't know it's original intention, however there are other weapons that can be wielded 2 handed by humans and others in adventure mode, but are listed as unweildable by dwarves.  Need to choose to make the table fortress specific, adventure mode specific, or add another col and make it specific to both.  As it stands now, it doesn't make sense.  --[[User:TheUbie|TheUbie]] 18:54, 29 November 2007 (EST)&lt;br /&gt;
:I'm almost certain this is dwarf specific, because I had some goblin axemen siege my base, and one of them was wielding a great axe in one hand, and a shield (not even a *buckler*) in the other hand.  I think I saw the same thing with a halberd, but a pike was multigrasped.  Looks like goblins have a lot more options than our poor dwarves. --Gotthard 12:16, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pike==&lt;br /&gt;
&lt;br /&gt;
I been able to wield a bronze pike with an adventurer in 23a and it was quite deadly. This need to be verified. Maybe there is a strength requirement? --[[User:Eagle of Fire|Eagle of Fire]] 14:43, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Whips and scourges==&lt;br /&gt;
So, I'm guessing that you can't assign dwarves to use whips and scourges unless you've traded for one, right? And on the article for [[Scourge]] it says it's deadlier than a whip (which currently has no page)... Does that mean scourges are better in every way? What's worse? --[[User:Penguinofhonor|Penguinofhonor]] 21:03, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you actually read the tables? It does 10 more damage, and is the same in everything else. Dwarves can't become lashers. There are no lasher option in the military settings... --[[User:Nitem4re|Nitem4re]] 14:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unorthodox Weapons==&lt;br /&gt;
&lt;br /&gt;
Is there any information on unorthodox weapons such as coins and loincloths? For instance, are the material and crafting value taken into account, and what is the base damage of the item? [[User:Patarak|Patarak]] 04:13, 13 February 2008 (EST)&lt;br /&gt;
:&amp;quot;Unortodox&amp;quot; weapons are not really weapons. However, since ''absolutly anything thrown is deadly in the curren fight code'', a lot of people use about anything in adventure mode. This is how coins became popular as a throwing weapon. Part because it's as deadly as anything else and very light which mean you can carry a lot around, part because it is a weapon used in other ascii or rogue like games. You could throw butterfly corpses and mud around and it would be just as deadly as coins. --[[User:Eagle of Fire|Eagle of Fire]] 17:52, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Great axe==&lt;br /&gt;
I'm not saying dwarves can wear it, but the dead goblin over there wore one, and even a shield too..if I can get 5 minutes of peace from this annoying little buggers i will try to let one of my dwarves wear it..--[[User:Koltom|Koltom]] 21:40, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Youre lucky. You get alot of goblins! I want some! Can you send some over?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:16, 10 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Clicking the links of some of the types of weapons redirects back to weapons.  --[[User:Chrispy|Chrispy]] 21:07, 10 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Artifacts&amp;diff=38125</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Artifacts&amp;diff=38125"/>
		<updated>2008-04-04T00:16:08Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Legendary artifact]]&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sweet_pod&amp;diff=14746</id>
		<title>40d Talk:Sweet pod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sweet_pod&amp;diff=14746"/>
		<updated>2008-04-04T00:09:48Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;no mention of dwarven rum? --[[User:Moller|Moller]] 03:44, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ha, my appologies on that one.  I checked my list of alcohol for quarry bushes/leaves, but didn't for sweet pods!  How forgetful of me, maybe I should get to bed before I either forget something else, or make a massive collection of typos (I'm having trouble, you just can't tell).--[[User:Draco18s|Draco18s]] 03:49, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does milling into sugar really give 5 sugar/pod? I always thought it was Milling: 1 food/pod vs. Syrup: 5 food/pod? [[User:Otherdwarf|Otherdwarf]] 08:36, 8 November 2007 (EST)&lt;br /&gt;
:I'd like some verification on this as well, it really should be put into the page.  I thought one was more labor intensive than the other, but gave a lot more food.  Currently it looks like there is no difference in the processing, they are the same value.&lt;br /&gt;
&lt;br /&gt;
:: (38c) Yes, Sweet pods are ground into dwarven sugar at 1:1 ratio but processed into syrup at 1:5 ratio. Guess whats more economic. Depending on skill a wind-mill-stone is faster,a quern not, but workers are hardly ever scarce, right? --[[User:Koltom|Koltom]] 16:29, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don't think it's appropriate to call doing anything legal within the game's engine (and apparently within its intent) a 'cheat'.  --[[User:Geofferic|Geofferic]] 19:32, 3 April 2008 (EDT)&lt;br /&gt;
:Quantum dump stockpiles not withstanding?  --[[User:Chrispy|Chrispy]] 20:09, 3 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Extracts&amp;diff=39826</id>
		<title>40d:Extracts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Extracts&amp;diff=39826"/>
		<updated>2008-04-04T00:08:47Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: Made an extract page, summery of data available on wiki, formating help could be usefull&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Extracts can be made in various ways.  Most currently have no known uses, except as their value in trade. {{verify}}&lt;br /&gt;
&lt;br /&gt;
====Making Extracts====&lt;br /&gt;
You can make extracts from:&lt;br /&gt;
&lt;br /&gt;
[[Animals]] at a [[Butchery]] using the Extract from a dead animal option and [[Animal dissector|animal dissection]].  Requires a living caged animal, and a vial.&lt;br /&gt;
&lt;br /&gt;
:[[vermin|Fire snakes]] create [[Liquid fire|Liquid Fire]]&lt;br /&gt;
:[[Phantom spider]] Venom and [[antivenin]] {{verify}} each worth 20&lt;br /&gt;
:[[Cave spider]] Venom and antivenin {{verify}}&lt;br /&gt;
&lt;br /&gt;
At the [[Farmers workshop]], you can also create [[milk]].&lt;br /&gt;
:[[Purring maggot|Purring Maggots]] create [[Dwarven milk|Dwarven Milk]]&lt;br /&gt;
&lt;br /&gt;
The following can only be imported:&lt;br /&gt;
&lt;br /&gt;
:[[Snakeman]] Venom, worth 100&lt;br /&gt;
:[[Giant desert scorpion|Giant Desert Scorpion]] Venom&lt;br /&gt;
:[[Giant Cave Spider]] Venom&lt;br /&gt;
:[[Cow]]'s Milk&lt;br /&gt;
:One-humped [[Camel]]'s Milk&lt;br /&gt;
:Two-humped Camel's Milk&lt;br /&gt;
&lt;br /&gt;
[[Fish]] at a [[fishery]] using the [[fish dissector]] skill.  Requires a living caged fish.  {{verify}}&lt;br /&gt;
:[[Moghopper]] makes five units of [[Mog juice|Mog Juice]]&lt;br /&gt;
&lt;br /&gt;
[[Plants]] at a [[Farmers workshop]] using the [[Plant Processing]] skill and the option Processing plants (to [[vial]])&lt;br /&gt;
:[[Kobold bulb]]s make five{{verify}} units of [[Gnomeblight]], each worth 100&lt;br /&gt;
:[[Valley herb]]s make five units of [[Golden salve]], each worth 100&lt;br /&gt;
&lt;br /&gt;
Dwarven Syrup is also considered an extract under the stockpile menu, and is created in the same workshop via process plants (barrel)&lt;br /&gt;
:[[Sweet pods]] make [[Dwarven syrup|Dwarven Syrup]], worth 20&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Personality_facet&amp;diff=2427</id>
		<title>40d:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Personality_facet&amp;diff=2427"/>
		<updated>2008-04-03T21:49:51Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: Tieing together dead-end pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Personality traits determine the psychological profile of each race. Currently, the format for personality traits is:&lt;br /&gt;
&lt;br /&gt;
[PERSONALITY:name:min:avg:max]&lt;br /&gt;
&lt;br /&gt;
In this format, name is the personality trait, min is the minimum value for an individal, avg is the average for a race, and max is the maximum value for an individual. 0-100 are the limits for the values, where 0 is lowest for said trait and 100 is highest.&lt;br /&gt;
&lt;br /&gt;
A personality value between 40 and 60 is simply not noted on the profile. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
List of personality traits:&lt;br /&gt;
{|&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Token&lt;br /&gt;
! width=&amp;quot;*&amp;quot; |Text&lt;br /&gt;
|-&lt;br /&gt;
|ACTIVITY_LEVEL&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is constantly active and energetic.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very energetic and active.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is very active.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is relaxed.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Lives life at a leisurely pace.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Can't be bothered with frantic, fast-paced living.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTUROUSNESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Lives for risk and excitement.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is a risk-taker and a thrill-seeker.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Loves a good thrill.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is not a risk-taker.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Doesn't need thrills or risks in life.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is entirely adverse to risk and excitement.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|ALTRUISM&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is truly fulfilled by assisting those in need.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Finds helping others very rewarding.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Finds helping others rewarding.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Does not go out of its/his/her way to help others.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Dislikes helping others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Views helping others as an imposition on  own needs to get along with others.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|ANGER&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is in a constant state of internal rage.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very quick to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is quick to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is slow to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very slow to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never becomes angry.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|ANXIETY&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is a nervous wreck.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is always tense and jittery.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is often nervous.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Has a calm demeanor.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Has a very calm demeanor.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Has an incredibly calm demeanor.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|ARTISTIC_INTEREST&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Can easily become absorbed in art and the beauty of the natural world.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Greatly appreciates art and natural beauty.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Appreciates art and natural beauty.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Does not have a great aesthetic sensitivity.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is not interested in art.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is completely uninterested in art.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|ASSERTIVENESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Loves to take charge and direct activities.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very assertive.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is assertive.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is unassertive.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Prefers that others handle the leadership roles.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never speaks out or attempts to direct activities.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|CHEERFULNESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Often feels filled with joy.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Can be very happy and optimistic.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is often cheerful.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is rarely happy or enthusiastic.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is a pessimist.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is never optimistic or enthusiastic about anything.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|COOPERATION&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Sacrifices its/his/her own needs to get along with others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Dislikes confrontations.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is willing to compromise with others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Doesn't like to compromise with others.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Would rather intimidate others than compromise with them.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Would never deny its/his/her own needs just to compromise with somebody else.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|DEPRESSION&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is frequently depressed.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is often sad and dejected.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Often feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Rarely feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Almost never feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never feels discouraged.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|DUTIFULNESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Has a profound sense of duty and obligation.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Has a strong sense of duty.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Has a sense of duty.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Finds rules confining.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Dislikes contracts and regulations.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Hates rules, contracts and other confining elements in its/his/her life.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is highly adventurous and loves fresh experiences.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is eager for new experiences.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Likes to try new things.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Prefers familiar routines.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is uncomfortable with change.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is resistant to change.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Truly treasures the company of others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Enjoys being in crowds.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Enjoys the company of others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Tends to avoid crowds.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Prefers to be alone.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Considers spending time alone much more important than associating with others.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|IMAGINATION&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is bored by reality and has a wonderful imagination.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is incredibly creative.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Has a fertile imagination.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Isn't given to flights of fancy.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is grounded in reality.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is interested only in facts and the real world.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is ruled by irresistible cravings and urges.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Feels strong urges and seeks short-term rewards.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Occassionally overindulges.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Doesn't often experience strong cravings or urges.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Only rarely feels strong cravings or urges.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never feels tempted to overindulge in anything.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|INTELLECTUAL_CURIOSITY&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is entranced by riddles and puzzles and loves to debate issues and ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Loves new and fresh ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is open-minded to new ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Dislikes intellectual discussions.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Regards intellectual exercises as a waste of energy.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is completely uninterested in ideas and debates over intellectual issues.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|MODESTY&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Would never claim to be better than somebody else.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Finds immodesty distasteful.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is modest.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is immodest.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very willing to compare itself/himself/herself favorably with others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Would never shy away from an opportunity to say it/he/she is better than somebody else.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|LIBERALISM&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Revels in chaos and disorder.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Loves to defy convention.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is put off by authority and tradition.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Admires tradition.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Prefers stability and security to ambiguity and disorder.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is an ardent believer in convention and traditional society.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|ORDERLINESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Loves to make lists and keep schedules.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Tries to live a well-organized life.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is organized.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is disorganized.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very disorganized.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is completely disorganized.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|SELF_CONSCIOUSNESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is socially crippled by thoughts that everyone is watching and judging it/him/her.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is concerned about rejection and ridicule.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is self-conscious.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is comfortable in social situations.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very comfortable in social situations.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is absolutely unfazed by the opinions of others.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|SELF_DISCIPLINE&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Will persist in the face of any difficulty until the task is complete.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Possesses great willpower.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is self-disciplined.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is occasionally given to procrastination.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Has very little self-discipline.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Rarely completes tasks and is often overcome by distractions.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|STRAIGHTFORWARDNESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is incredibly frank and candid in dealings with others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very straightforward with others.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is candid and sincere in dealings with others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is guarded in [[relationships]] with others.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is not straightforward when dealing with others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Believes that some deception is necessary in relationships with others.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Genuinely likes others and openly expresses positive feelings toward them.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Makes friends quickly.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is very friendly.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is somewhat reserved.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very distant and reserved.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Does not actively seek friendships and is incredibly distant and reserved.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|TRUST&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is naturally trustful of everybody.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very trusting.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is trusting.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is slow to trust others.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Does not trust others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Sees others as selfish and conniving.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|VULNERABILITY&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Becomes completely helpless in stressful situations.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Cracks easily under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Doesn't handle stress well.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Can handle stress.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is confident under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is impervious to the effects of stress.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| ACHIEVEMENT_STRIVING&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Constantly strives for perfection.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Thinks it is incredibly important to strive for excellence.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Strives for excellence.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Doesn't go out of its/his/her way to do more work than necessary.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Very rarely does more work than necessary.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Does the bare minimum necessary to accomplish the task at hand.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| EMOTIONALITY&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Has a profound understanding of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Has a great awareness of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Has a good awareness of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Tends not to openly express emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is mostly unaware of its/his/her own emotions and rarely expresses them.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Does not display its/his/her own emotions and has no awareness of them.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| SYMPATHY&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is incredibly compassionate and feels the pain of others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is easily moved to pity.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is compassionate.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is not easily moved to pity.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is not affected by the suffering of others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Would never let an objective judgement be tempered by mercy or pity.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| SELF_EFFICACY&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| always feels as if it/he/she is not in control of its/his/her life&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| CAUTIOUSNESS&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
! width=&amp;quot;60px&amp;quot; | Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| thinks through every alternatives and their consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, races without the tags for a certain field most likely fall into a 25:50:75 range (this is speculation until confirmed by Toady One).&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2155</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2155"/>
		<updated>2008-04-03T21:43:49Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress.  Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] are also the only source of [[alcohol]] and [[dye]] other than [[trading]]. Some can be turned into [[clothing]].&lt;br /&gt;
&lt;br /&gt;
== Finding farmland ==&lt;br /&gt;
&lt;br /&gt;
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soft, arable soil, which is available in great quantity outside the fortress on most maps (the notable exceptions being mountainous maps).  If arable soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit mud on the bare rock, which can then have farm plots placed upon it.&lt;br /&gt;
&lt;br /&gt;
== Aboveground or underground? ==&lt;br /&gt;
&lt;br /&gt;
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground.  If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted.  Caravans will also sometimes bring additional bags of seeds.&lt;br /&gt;
&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean.  A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it.  Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&lt;br /&gt;
=== Greenhouses ===&lt;br /&gt;
If you want a secure way to farm outdoor plants indoors build a greenhouse!&amp;lt;br&amp;gt;&lt;br /&gt;
Channel out a square area, you can also use the remains of a dried up pond.&amp;lt;br&amp;gt;&lt;br /&gt;
Now build floors out of Glass blocks, this will allow light to pass through, but not invaders.&amp;lt;br&amp;gt;&lt;br /&gt;
You can now Plant above ground plants like strawberries or Long Land grass in the light, underground.&amp;lt;br&amp;gt;&lt;br /&gt;
CAUTION,&lt;br /&gt;
You must channel out the area first then make the floor, it won't work if you make the block floor and mine underneath.&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{K|b}}uild menu and place farm {{K|p}}lots. Use {{K|u}} and {{K|k}} to increase the size of the plot, and {{K|m}} and {{K|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{K|Enter}} will place it. Your grower(s) will now rush in  and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot will provide enough food to bring you through your first winter, and even smaller fields are sufficient if you stretch out the food by [[brewing]]. If there is rubble in the room, leave a little extra space; otherwise, the farmers tend to stack the boulders under your farm room doors and cause them to get stuck ajar, which if you're not careful can lead to flooding the next time the field is irrigated. You can also avoid putting doors right next to the farm.&lt;br /&gt;
&lt;br /&gt;
Digging out larger farm rooms than you need can be useful in other ways as well: muddied areas can spontaneously produce [[tower-cap]]s (a source of wood), spider webs (a source of [[silk]]), and [[shrub]]s of the same type as your [[crops]].&lt;br /&gt;
&lt;br /&gt;
A 10x20 plot should, with several dedicated farmers, provide enough food to feed a full 200-dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{K|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} from the plot selection screen. You cannot designate crops for seasons already past; you will need to remember to do this in the following spring.  You do not have to plant the same thing each season, and some plants are only available during certain seasons.&lt;br /&gt;
&lt;br /&gt;
On a farm that is built but not planted, each tile will look like a solid (not blinking) double tilde (~).  Once a square has been planted, it will look like a double line.  Once the square has been harvested, it will return to the previous state (double tilde).&lt;br /&gt;
&lt;br /&gt;
In the first year, you should focus your production on berries aboveground, or [[plump helmets]] underground, because they can either be eaten raw or brewed.  [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively.  Dimple cups are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked).&lt;br /&gt;
&lt;br /&gt;
You cannot buy berry seeds upon embarking.  If you choose to plant berry shrubs, designate a dwarf with [[herbalism]] to gather plants outside until you get some suitable plants, then brew them to get the seeds.  Make sure the outside farm plot is designated in the same [[biome]] that the plants were gathered from.&lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing for a season, you can select {{K|z}} &amp;quot;fallow&amp;quot; from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).&lt;br /&gt;
&lt;br /&gt;
== Increasing yield ==&lt;br /&gt;
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work one one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and somehow squeeze it all into a single barrel. &lt;br /&gt;
&lt;br /&gt;
The yield from a single seed depends on:&lt;br /&gt;
*[[grower]] [[skill]] of the farmer who '''planted''' it.&lt;br /&gt;
*whether the plot was fertilized. Fertilization increases yield up to about 1.5 times{{Verify}}. &lt;br /&gt;
*it does not depend on any skill of the harvester&lt;br /&gt;
&lt;br /&gt;
Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants.  Legendary growers will often produce &amp;quot;plant name [5]&amp;quot; stacks from a single seed on a non fertilized field.&lt;br /&gt;
&lt;br /&gt;
To fertilize a field {{K|q}} on it and choose {{K|f}}'''ertilize''' command. The amount of potash needed to fully fertilize a field depends on its size; it is listed on the farm plot.&lt;br /&gt;
Using {{K|q}} to view the farm plot, look for the field that looks like N/M ft.  N is the amount of fertilizer applied so far, while M is the maximum fertilizer that can be applied. {{K|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. Outdoor plots can be fertilized, indoor plots (on clay loam) not.&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant and less skill gains for your planters.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{K|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{K|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{K|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
=== Storage === &lt;br /&gt;
&lt;br /&gt;
It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods.  Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile).  In the {{K|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks.  Leaves, sugar, and flour are not edible; to use them up and free their bags, you must cook.  You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy.  Make sure not to cook your last crop seed!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Skills#Growing|Farmers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Juckto&amp;diff=29742</id>
		<title>User:Juckto</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Juckto&amp;diff=29742"/>
		<updated>2008-04-03T21:42:15Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
                   jjjj    ttttttttttttttttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
                   jjjj    ttttttttttttttttttttttttttttttttttttttttttttttttttttt&lt;br /&gt;
                   jjjj                                        ttt&lt;br /&gt;
                           uuu     uuu      cccc    kkk    kk  ttt    &lt;br /&gt;
                           uuu     uuu    ccc  ccc  kkk   kk   ttt      oooo&lt;br /&gt;
                   jjjj    uuu     uuu   ccc    ccc kkk  kk    ttt    ooo  ooo&lt;br /&gt;
                   jjjj    uuu     uuu  ccc         kkk kk     ttt   ooo    ooo&lt;br /&gt;
                   jjjj     uuu   uuu   ccc         kkkk       ttt   oo      oo&lt;br /&gt;
                   jjjj      uuuuuuu    ccc         kkkkk      ttt   oo      oo&lt;br /&gt;
                    jjjj      uuuuu     ccc         kkk kk     ttt   ooo    ooo&lt;br /&gt;
                    jjjjj               ccc         kkk  kk    ttt    ooo  ooo&lt;br /&gt;
                     jjjjj               ccc    ccc kkk   kk   ttt      oooo&lt;br /&gt;
                       jjjjj              ccc  ccc  kkk    kk  ttt&lt;br /&gt;
                         jjjjj              cccc    kkk    kkk ttt&lt;br /&gt;
                          jjjjj&lt;br /&gt;
           jjjj           jjjjj&lt;br /&gt;
           jjjjj         jjjjj   =============================================&lt;br /&gt;
            jjjjj       jjjjj    =============================================&lt;br /&gt;
              jjjjj   jjjjj&lt;br /&gt;
               jjjjjjjjjjj&lt;br /&gt;
                 jjjjjjj&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In response to your query, use {{del}} to mark pages for deletion.  (I inserted an invisible ascii char so you can actually read it here)  --[[User:Chrispy|Chrispy]] 17:42, 3 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23438</id>
		<title>40d Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23438"/>
		<updated>2008-03-26T17:49:07Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Approximately how long after a pressure plate is stepped on will it's effects happen?&lt;br /&gt;
For instance, I have a pressure plate. Two squares away is a pit trap linked to the plate. Will that work at all?--[[User:Tarsier|Tarsier]] 22:50, 7 November 2007 (EST)&lt;br /&gt;
:Well, consider the fact that different creatures move at different speeds, the trap may be too fast or too slow for them, or it might be just right, you can't be sure until you test it. Have some captured goblin run through it and have a cage trap a little further in case they make it through alive. If i were you, I would make at least 2 tile long pit trap. --[[User:Digger|Digger]] 23:28, 25 February 2008 (EST)&lt;br /&gt;
::The higher quality your mechanisms are, the faster they work, or so the rumor goes.  --[[User:Chrispy|Chrispy]] 13:49, 26 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More detailed instructions? ==&lt;br /&gt;
&lt;br /&gt;
Might be worth adding to the article instructions on common operations with pressure plates. For example, how do you use a plate to close a floodgate? Does the plate open, close or toggle the gate? Should it be set to activate when the water/magma level is low or high? etc. [[User:Runspotrun|Runspotrun]] 15:37, 27 November 2007 (EST)&lt;br /&gt;
:Heh. Just figured it out. Is it correct? [[User:Runspotrun|Runspotrun]] 17:00, 27 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39341</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39341"/>
		<updated>2008-03-26T15:52:21Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: /* This is why you don't teach while plastered. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hiya&lt;br /&gt;
[[User:Chrispy|Chrispy]] 22:10, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Let's Teach Dwarves, issue one=&lt;br /&gt;
======This is why you don't teach while plastered.======&lt;br /&gt;
&amp;quot;So-ah yeah, just got-ah take this here axe, and shwing with all you've got, right here-ah, on da tree.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
Whoosh! Shunk!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAHHHHRG!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Soft gurgle&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahm gonna take a bit of a breahk nawh, jus let me know if ye'h need any help, yea?  Cheers!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
&lt;br /&gt;
======Keep it simple, stupid.======&lt;br /&gt;
&amp;quot;This next bit for the bridge is crucial.  Make sure to line the flanks proportionally across the azimuthal equidistant projection, with anti-zephyr corrections based on altitude.  It's an easy mistake to make, but it really is quite elementary.  Remember to cut once, then measure twice.  Or wait.  The other way around.  Cut twice then measure once...&amp;quot;&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39340</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39340"/>
		<updated>2008-03-26T15:51:39Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hiya&lt;br /&gt;
[[User:Chrispy|Chrispy]] 22:10, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Let's Teach Dwarves, issue one=&lt;br /&gt;
======This is why you don't teach while plastered.======&lt;br /&gt;
&amp;quot;So-ah yeah, just got-ah take this here axe, and shwing with all you've got, right here-ah, on da tree.&amp;quot;  &lt;br /&gt;
Whoosh! Shunk!&lt;br /&gt;
&amp;quot;AAAHHHHRG!&amp;quot;&lt;br /&gt;
Soft gurgle&lt;br /&gt;
&amp;quot;Ahm gonna take a bit of a breahk nawh, jus let me know if ye'h need any help, yea?  Cheers!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
&lt;br /&gt;
======Keep it simple, stupid.======&lt;br /&gt;
&amp;quot;This next bit for the bridge is crucial.  Make sure to line the flanks proportionally across the azimuthal equidistant projection, with anti-zephyr corrections based on altitude.  It's an easy mistake to make, but it really is quite elementary.  Remember to cut once, then measure twice.  Or wait.  The other way around.  Cut twice then measure once...&amp;quot;&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quarry_bush&amp;diff=16382</id>
		<title>40d Talk:Quarry bush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quarry_bush&amp;diff=16382"/>
		<updated>2008-03-26T02:39:40Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Updated the page ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I updated the page based on the archive, and added some commonsensical stuff to it. --[[User:Rockjianrock|Rockjianrock]] 10:00 (+8GMT), 03 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Don't all indoors crops grow year round? The quarry bush listing says they only grow from spring to fall. [[User:Mephisto|Mephisto]] 20:40, 3 November 2007 (EDT)&lt;br /&gt;
: Nope.  Only the plump helmet and dimple cup can be planted in winter. Yes, kind of &amp;quot;not like life&amp;quot; - something that doesn't see the sky and grows in a controlled climate would have no seasonal influence, but thats the way it works. --[[User:Shagie|Shagie]] 20:42, 3 November 2007 (EDT)&lt;br /&gt;
:: There are certain wavelengths of light that pass through dirt.  So in those cases, the season would have an effect.  (Poor argument, but it's valid.  :D ) --[[User:Chrispy|Chrispy]] 22:39, 25 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:MaxVance/Main_Glade&amp;diff=39405</id>
		<title>User talk:MaxVance/Main Glade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:MaxVance/Main_Glade&amp;diff=39405"/>
		<updated>2008-03-26T02:32:47Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should we really have this here? That was a joke for the old community, by the old community, and of the old community. --[[User:Savok|Savok]] 10:29, 23 March 2008 (EDT)&lt;br /&gt;
:I say keep it.  It's moderately funny --[[User:Chrispy|Chrispy]] 22:32, 25 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=31744</id>
		<title>40d:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=31744"/>
		<updated>2008-03-26T02:29:50Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: update version, first line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Playing Dwarf Fortress means lots of typing.  Although the game (as of version v0.27.176.38c) has no internal macro/keymap system, using an external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
#  Go to [[Utilities#AutoHotKey]] and download AutoHotKey.  Installation is simple and the program uses few system resources.&lt;br /&gt;
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey Examples ==&lt;br /&gt;
&lt;br /&gt;
===Dumping===&lt;br /&gt;
Taken from an old version of [[User:Jackard|Jackard's user page]].&lt;br /&gt;
&lt;br /&gt;
To use, first have your bookeeper do enough desk work so you can view individual items in the stocks listing.  Then bring it up and press del to quickly mark stuff.  To adjust the key repeat rate, edit the KEY_HOLD_MS value in \data\init\init.txt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
del::&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
  send d{down}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
  send {del}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dumping script by [[User:Dukederek|Dukederek]]:&lt;br /&gt;
&lt;br /&gt;
This script uses a system similar the commands in the designations menu to mark most of the contents of a large area for dumping. [[User:Dukederek|My talk page]] has more detailed instruction.&lt;br /&gt;
&lt;br /&gt;
Essentially you need to create two text files with the following titles and content. When playing DF it is safe to have blockdumpinit running constantly as long as you dont plan on using the ctrl-d combination for something else.&lt;br /&gt;
&lt;br /&gt;
'''blockdumpinit.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^d::&lt;br /&gt;
RunWait, &amp;quot;blockdumpmain.ahk&amp;quot;&lt;br /&gt;
Return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''blockdumpmain.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SetKeyDelay 25&lt;br /&gt;
return::&lt;br /&gt;
Send k&lt;br /&gt;
return&lt;br /&gt;
up::&lt;br /&gt;
Send w&lt;br /&gt;
return&lt;br /&gt;
left::&lt;br /&gt;
Send a&lt;br /&gt;
return&lt;br /&gt;
down::&lt;br /&gt;
Send s&lt;br /&gt;
return&lt;br /&gt;
right::&lt;br /&gt;
Send d&lt;br /&gt;
return&lt;br /&gt;
q::&lt;br /&gt;
ExitApp&lt;br /&gt;
return&lt;br /&gt;
shift::&lt;br /&gt;
x := 0&lt;br /&gt;
y := 1&lt;br /&gt;
Loop{&lt;br /&gt;
Input, keypress, B, {esc} , w,a,s,d,k,q&lt;br /&gt;
if keypress = w&lt;br /&gt;
{&lt;br /&gt;
y := --y&lt;br /&gt;
Send {up}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = s&lt;br /&gt;
{&lt;br /&gt;
y := ++y&lt;br /&gt;
Send {down}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = a&lt;br /&gt;
{&lt;br /&gt;
x := --x&lt;br /&gt;
Send {left}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = d&lt;br /&gt;
{&lt;br /&gt;
x := ++x&lt;br /&gt;
Send {right}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = k &lt;br /&gt;
{&lt;br /&gt;
break&lt;br /&gt;
}else if keypress = q&lt;br /&gt;
{&lt;br /&gt;
ExitApp&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
y := y / 2&lt;br /&gt;
z := y&lt;br /&gt;
z := Floor(z)&lt;br /&gt;
z := y/z&lt;br /&gt;
Send d{NumpadAdd}d&lt;br /&gt;
If z = 0&lt;br /&gt;
{	&lt;br /&gt;
If x = 0&lt;br /&gt;
ExitApp&lt;br /&gt;
Else{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
}&lt;br /&gt;
}If z &amp;lt;&amp;gt; 1&lt;br /&gt;
{&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}&lt;br /&gt;
}Else If z = 1&lt;br /&gt;
{&lt;br /&gt;
y := y + 0.5&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Send d{NumpadSub}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewalling ===&lt;br /&gt;
Taken from [[User:Valdemar|Valdemar's user page]].&lt;br /&gt;
&lt;br /&gt;
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with AutoHotkey. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.&lt;br /&gt;
&lt;br /&gt;
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$^+Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
$^!Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProcessEvent(direction, type)&lt;br /&gt;
{   &lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send %type%&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {%direction%}&lt;br /&gt;
    Loop&lt;br /&gt;
    {&lt;br /&gt;
        if not GetKeyState(direction, &amp;quot;P&amp;quot;) &lt;br /&gt;
            break  &lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send %type%&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {%direction%}&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grid-by-grid designation===&lt;br /&gt;
For easier diagonal and fancy mining.  Assumes that DF is active.  &amp;quot;^!&amp;quot; means ctrl-alt-direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^!NumpadEnd::&lt;br /&gt;
send {Enter}{Enter}{NumpadEnd}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadDown::&lt;br /&gt;
send {Enter}{Enter}{NumpadDown}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgDn::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgDn}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadLeft::&lt;br /&gt;
send {Enter}{Enter}{NumpadLeft}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadRight::&lt;br /&gt;
send {Enter}{Enter}{NumpadRight}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadHome::&lt;br /&gt;
send {Enter}{Enter}{NumpadHome}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadUp}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgUp}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Room-designation macros===&lt;br /&gt;
&lt;br /&gt;
====Valdemar's Designator Macro====&lt;br /&gt;
This macro can read a spreadsheet and designate rooms according to it. [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001507 Forum Thread/Download]&lt;br /&gt;
&lt;br /&gt;
====Fedor's chambered circle====&lt;br /&gt;
A circular room with eight equal-sized chambers, suitable for everything from housing to workshops to a mausoleum.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mkv25.net/dfma/movie-216-room-designationmacro01 See this macro in action]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Macros_and_Keymaps_Examples#Room-designation Macro 01|Macro text]]&lt;br /&gt;
&lt;br /&gt;
====Valdemar's bedroom complex====&lt;br /&gt;
A large fractal bedroom/dining complex, with 56 bedrooms and room for 24 tables.&lt;br /&gt;
&lt;br /&gt;
You can press Alt-B to create a bedroom block, or Alt-C to create a full complex with 4 bedroom blocks and a dining block in the center.&lt;br /&gt;
&lt;br /&gt;
Note - the macro is much faster than the demo movie shows, it is done in under a minute.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-252 Demo Movie]&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/fractalbr.zip Download]&lt;br /&gt;
&lt;br /&gt;
===The MOUSE control===&lt;br /&gt;
For unrivaled mouse control in DF try [http://www.dwarffortresswiki.net/index.php/User:Digger this DF Mouse script]&lt;br /&gt;
&lt;br /&gt;
{{Game_Interface FAQ}}&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Miasma&amp;diff=32620</id>
		<title>40d Talk:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Miasma&amp;diff=32620"/>
		<updated>2008-03-25T14:35:28Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: /* Miasma Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Miasma Trap ==&lt;br /&gt;
&lt;br /&gt;
What's the point of a trap that doesn't affect enemies?&lt;br /&gt;
Seems about as pointless as a mist trap. --N9103 20:41, 20 December 2007 (EST)&lt;br /&gt;
: Revenge.  --[[User:Chrispy|Chrispy]] 10:35, 25 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39384</id>
		<title>40d Talk:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39384"/>
		<updated>2008-03-25T12:21:16Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: blinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should we mention that legendary dwarves don't pay money once the economy sets in?&lt;br /&gt;
Might be important.&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 12:21, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blinking==&lt;br /&gt;
I'm not sure how important this is, but I'll talk about it anyways.  I set up a game with [[User:Rinn/AdjustProfile|Adjust Profile]] so that all of my starting Dwarves were legendary.  So la-de-da-da, they all blink 'in tune' at the start.  After some time, they some of them started to blink out of tune with one another.  So does this mean that the blinking subroutine is independently timed on each dwarf?  Is there significant lag if one has a legendary dwarf vs a non-legendary?  Or 5?  Or 50?  --[[User:Chrispy|Chrispy]] 08:21, 25 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dimple_cup&amp;diff=15855</id>
		<title>40d:Dimple cup</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dimple_cup&amp;diff=15855"/>
		<updated>2008-03-25T12:08:14Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: Interlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dimple Cups'''&lt;br /&gt;
&lt;br /&gt;
Dimple cups are a subterranean [[crop]] that can be grown any time of year.  Dimple cups can only be milled into dimple dye at a [[mill]] or [[quern]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Grow time: 500&lt;br /&gt;
&amp;lt;br /&amp;gt;Value: 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Mill product: Dimple dye. Value of 20.&lt;br /&gt;
&amp;lt;br /&amp;gt;[[Dye]] color: Midnight blue.&lt;br /&gt;
&amp;lt;br /&amp;gt;Seasons: All&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Indoor crops]]&lt;br /&gt;
[[Category:Spring crops]]&lt;br /&gt;
[[Category:Summer crops]]&lt;br /&gt;
[[Category:Autumn crops]]&lt;br /&gt;
[[Category:Winter crops]]&lt;br /&gt;
[[Category:Non-brewable plants]]&lt;br /&gt;
[[Category:Inedible plants]]&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Struck_down&amp;diff=39670</id>
		<title>40d Talk:Struck down</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Struck_down&amp;diff=39670"/>
		<updated>2008-03-25T12:05:14Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: New page: ==Glossary== Maybe this page should be merged into a glossary type page?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Glossary==&lt;br /&gt;
Maybe this page should be merged into a glossary type page?&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Struck_down&amp;diff=39635</id>
		<title>40d:Struck down</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Struck_down&amp;diff=39635"/>
		<updated>2008-03-25T12:03:55Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[creature]] inflicted with a fatal blow will be announced as &amp;quot;struck down&amp;quot; or, if a ranged [[weapon]] was used &amp;quot;shot and killed&amp;quot;. Other death messages include &amp;quot;starved to death&amp;quot;, &amp;quot;drowned&amp;quot;, &amp;quot;fallen into a deep chasm&amp;quot;, &amp;quot;burned to death&amp;quot;, etc.&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20512</id>
		<title>40d Talk:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20512"/>
		<updated>2008-03-25T12:00:04Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: /* Quarters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My bookkeeper/carpenter won't do anything else other than update records...&lt;br /&gt;
I can't get him to go do carpentry, even though that's his main profession!&lt;br /&gt;
How do I get him out of his office? --[[User:Tarsier|Tarsier]] 18:27, 6 November 2007 (EST)&lt;br /&gt;
: Never mind, figured this out... just had to set the desired precision level to one below the currently reached one.--[[User:Tarsier|Tarsier]] 23:10, 7 November 2007 (EST)&lt;br /&gt;
== Quarters ==&lt;br /&gt;
(from article regarding quarters demand)&lt;br /&gt;
Really? I've only had an office demanded. --[[User:Savok|Savok]]	&lt;br /&gt;
&lt;br /&gt;
At what point does the bookkeeper require quarters (if at all)? --[[User:Shagie|Shagie]] 23:04, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:My newbie bookkeeper does not require quarters. --[[User:Arrendek|Arrendek]] 00:26, 6 November 2007 (EST)&lt;br /&gt;
:: I believe that the bookkeeper's quarters requirement only comes into play when you have a mayor.  Before that, all he (or she) needs is an office.  The wealth of your fortress is irrelevant.  --[[User:Chrispy|Chrispy]] 08:00, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite Experience Corrected? ==&lt;br /&gt;
&lt;br /&gt;
I'm using version 33g, it seems that at some point this bug got corrected, the bookkeeper will stop working once he reaches highest precision, and if I appoint someone else to the job that dwarf will also ignore it.&lt;br /&gt;
&lt;br /&gt;
Now, all we need is some code that makes precision slowly decrease over time (personally I would make it a value equal to the amount of stocks the fortress has, and have it decrease whenever objects get destroyed / transformed / sold, and only goes up with bookkeeper work, capped again at the maximum stock level)&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 12:38, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Precision *does* decrease over time, assuming you're acquiring new objects. (i.e. attaining highest precision early in a fortress's life where there are few objects will have little bearing on how accurate it will still be much later on when you've got a couple hundred pages of stocks) If you're looking for a simple degradation without changes to the actual items being counted, I don't see it happening, as it doesn't make a lot of sense on it's own. Once a count is fully established, it shouldn't be too hard to keep track of a static amount ;) --[[User:N9103|Edward]] 19:57, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I have played a game for 4 years, got all my bookkeeping finished before the end of year one, and so far precision hasn't decreased one bit, I got the bookkeeper job off, the screen shows &amp;quot;the bookkeeper has done all the needed work for maximum precision&amp;quot; or whatever. And I've been trading like crazy with the caravan all those extra expensive bloody vomit-encrusted goblin giant spider silk socks, the fortress wealth is at least 3x what it was since the bookkeeping was done. --[[User:Sergius|Sergius]] 14:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::That's odd because I did similar (high, not highest, so I could track percentage to next level) and saw a gradual decrease with my precision. Did you keep a *very* close eye on the precision, and turn precision down to next lower level as soon as highest was achieved? --[[User:N9103|Edward]] 17:32, 6 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17601</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17601"/>
		<updated>2008-03-21T19:48:31Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: /* digging for sand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
: I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Types of sand for glassmaking==&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just [[k]] over the banks under it.&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone_carver&amp;diff=37380</id>
		<title>40d Talk:Bone carver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone_carver&amp;diff=37380"/>
		<updated>2008-03-20T00:11:21Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is bone carving ever producing smth else than cheap crap and bolts, also with decorating? What skill level is necessary for worthwile export items?&lt;br /&gt;
&lt;br /&gt;
Masterwork bone crafts are worth 120 money, so if you have a peasant go fey and become a legendary bonecrafter it's a nice way to clear out garbage while making a profit. A few types of bones, like dragon and ogre are actually worth a good bit of money.[[User:Moonman|Moonman]] 14:23, 19 March 2008 (EDT)&lt;br /&gt;
:I've found Masterwork bolts to be a better deal especially if you have larger stacks of bones.  It only takes one bone to decorate an entire stack of bolts, quickly turning that 330 coin stack into 3300.  Plus, bolts are useful. --[[User:Chrispy|Chrispy]] 20:11, 19 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16960</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16960"/>
		<updated>2008-03-20T00:04:41Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: Nevermind, I figured it out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16959</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16959"/>
		<updated>2008-03-20T00:01:02Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: Quick question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hiya ==&lt;br /&gt;
Thanks for the welcome as well.  Quick question though: How does one actually delete spam pages?  I tried looking and googling for a how-to, but the best that I can see is that it's an admin-only right? &lt;br /&gt;
:--[[User:Chrispy|Chrispy]] 20:01, 19 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_designations&amp;diff=38355</id>
		<title>40d Talk:Item designations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_designations&amp;diff=38355"/>
		<updated>2008-03-19T02:18:49Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: Examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Example ==&lt;br /&gt;
some discussion of stacked designations would be nice:&lt;br /&gt;
'''*«+Sword+»*''' = ?&lt;br /&gt;
:That means you have a finely crafted Sword with superiorly decorations.  The designations work from inside outwards. [[User:Chrispy|Chrispy]] 22:18, 18 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39339</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39339"/>
		<updated>2008-03-19T02:10:21Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hiya&lt;br /&gt;
[[User:Chrispy|Chrispy]] 22:10, 18 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39338</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39338"/>
		<updated>2008-03-19T02:10:10Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Chrispy|Chrispy]] 22:10, 18 March 2008 (EDT) Hiya&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39337</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39337"/>
		<updated>2008-03-19T02:10:06Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Chrispy|Chrispy]] Hiya&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39336</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39336"/>
		<updated>2008-03-19T02:10:01Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;22:10, 18 March 2008 (EDT)~ Hiya&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39335</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39335"/>
		<updated>2008-03-19T02:09:55Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Chrispy|Chrispy]] Hiya&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39334</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39334"/>
		<updated>2008-03-19T02:09:50Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Chrispy|Chrispy]] 22:09, 18 March 2008 (EDT) Hiya&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39333</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39333"/>
		<updated>2008-03-19T02:09:41Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;22:09, 18 March 2008 (EDT)Hiya.&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39332</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39332"/>
		<updated>2008-03-19T02:09:34Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;~~Hiya.&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39331</id>
		<title>User:Chrispy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chrispy&amp;diff=39331"/>
		<updated>2008-03-19T02:09:21Z</updated>

		<summary type="html">&lt;p&gt;Chrispy: New page: Hiya.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hiya.&lt;/div&gt;</summary>
		<author><name>Chrispy</name></author>
	</entry>
</feed>