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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=59476</id>
		<title>40d:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=59476"/>
		<updated>2009-12-09T20:20:41Z</updated>

		<summary type="html">&lt;p&gt;Eiba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain jobs generate '''noise''' which disturbs nearby sleeping dwarves.  Depending on a job's noise level and proximity, your dwarves could sleep &amp;quot;uneasily due to noise&amp;quot;, &amp;quot;very uneasily due to noise&amp;quot;, or be woken up by noise.  These events will produce unhappy [[Thought|thoughts]] in varying degrees.&lt;br /&gt;
&lt;br /&gt;
Neither walls nor doors will insulate dwarves from noise. Distance and how loud a job is are the only factors determining whether a dwarf's sleep will be disturbed.  &lt;br /&gt;
&lt;br /&gt;
Noise is produced when a noisy job is completed.  Thoughts about noise do not appear until the sleeping dwarf has woken up.&lt;br /&gt;
&lt;br /&gt;
Dwarves walking through a sleeping dwarf's room (even over his head) will not cause noise, which is important for [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
Contrary to common belief, Toady has [http://www.bay12games.com/forum/index.php?topic=30026.msg910374#msg910374 stated] that workshops do ''not'' currently produce any noise.&lt;br /&gt;
&lt;br /&gt;
==Noisiness of various jobs==&lt;br /&gt;
&lt;br /&gt;
It's important to remember that noise is created in all 3 dimensions, including across [[z-level]]s - ''see below for [[noise#visualization|visualization]]''.&lt;br /&gt;
&lt;br /&gt;
'''Short distances:'''&lt;br /&gt;
* Eating is believed to cause noise within 1 or 2 tiles; probably 1.  It is unknown whether the noise radiates from the eating dwarf or his food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Within 3-4 tiles:'''&lt;br /&gt;
* Jobs performed at [[workshops]] have recently been confirmed by Toady to ''not'' cause any noise at all.&lt;br /&gt;
&lt;br /&gt;
* [[Engraving]] jobs produce sound 4 tiles away.&lt;br /&gt;
&lt;br /&gt;
* ''It has been claimed that most other jobs cause noise within 2-4 tiles.  More research is necessary to determine the specifics.''&lt;br /&gt;
&lt;br /&gt;
* An operating [[water wheel]] causes noise within ''at least'' 3 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Within 8 tiles:'''&lt;br /&gt;
* [[Mining]] and [[wood cutting]] &lt;br /&gt;
&lt;br /&gt;
* Removing a [[construction]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Within 16 tiles:'''&lt;br /&gt;
* Placing and removing [[building]]s causes noise within 16 tiles.  For example, placing a chair will cause a 33x33x33 cube (or 35937 tiles) of noise centered on the chair. Hopefully this will change in future versions.&lt;br /&gt;
&lt;br /&gt;
* [[Combat]] has also been observed to wake dwarves up, which suggests that it causes noise within 16 tiles as well.  Strangely, [[sparring]] does not cause any noise at all -- which is just as well, considering dwarves will only spar in a [[barracks]], which is essentially a communal bedroom.&lt;br /&gt;
&lt;br /&gt;
* Firing [[siege engine]]s also produces noise within 16 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-noise actions:&lt;br /&gt;
* Hauling, and taking from/placing in stockpiles&lt;br /&gt;
* Sparring&lt;br /&gt;
* Traffic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Visualization====&lt;br /&gt;
&lt;br /&gt;
Noise radiates across [z-level]]s in the shape of a cube, in all 6 directions (north/south, east/west, ''and'' up/down), so noise that travels 4 tiles will generate noise in a 9x9 pattern on 9 successive floors.  The noise radiates from the center of the noise-producing apparatus.&lt;br /&gt;
&lt;br /&gt;
   Level 0      Level &amp;amp;plusmn; 1     Level &amp;amp;plusmn; 2     Level &amp;amp;plusmn; 3     Level &amp;amp;plusmn; 4     Level &amp;amp;plusmn; 5&lt;br /&gt;
 &lt;br /&gt;
 ...........   ...........   ...........   ...........   ...........   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .***www***.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .***wWw***.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .***www***.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 ...........   ...........   ...........   ...........   ...........   ...........&lt;br /&gt;
 &lt;br /&gt;
 w = Workshop (3x3 as shown; 5x5 are similarly centered)&lt;br /&gt;
 W = Origin of noise&lt;br /&gt;
 * = Noise&lt;br /&gt;
 . = No noise&lt;br /&gt;
&lt;br /&gt;
== Noise in practice ==&lt;br /&gt;
&lt;br /&gt;
* Try not to place [[buildings]] like doors while your dwarves are asleep.  Or if you do, make sure they are at least 16 tiles away from the nearest sleeping dwarf.&lt;br /&gt;
&lt;br /&gt;
* Don't dig near the bedrooms when there are dwarves sleeping in them.&lt;br /&gt;
&lt;br /&gt;
== Designing in anticipation of noise ==&lt;br /&gt;
&lt;br /&gt;
* A good way to start is to put all your bedrooms on level -9 or lower, so you don't have worry about noise from [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
* If you anticipate there to be fighting in your [[Trade Depot]], you should keep bedrooms away from there.  (It is believed that fighting creates noise within 16 tiles, since it has the power to wake units up.)&lt;br /&gt;
&lt;br /&gt;
* Remember that [[jail]]s, [[hospital]]s, and sleeping [[barracks]] should also ideally be kept away from noise, in addition to standard and noble bedrooms.&lt;br /&gt;
&lt;br /&gt;
Facilities that ''can'' be safely built around or above/below bedrooms and other sleeping facilities, to separate the area set aside for the &amp;quot;quiet zone&amp;quot;, include anything that does ''not'' make noise...&lt;br /&gt;
&lt;br /&gt;
:* More bedrooms, jails, hospitals or barracks ([[Bedroom_design#High_density.2C_multi-level|high-density]] housing) &lt;br /&gt;
:* [[Stockpile]]s&lt;br /&gt;
:* Hallway, stairs, ramps, etc.&lt;br /&gt;
:* [[Aqueduct]] (or the magma equivalent) or reservoirs&lt;br /&gt;
:* [[Trade depot]]&lt;br /&gt;
:* [[Farm plot]]s&lt;br /&gt;
:* [[Tower cap]] farms&lt;br /&gt;
:* [[Meeting zone]]s&lt;br /&gt;
:* [[Archery range]]s&lt;br /&gt;
:* [[Breeding|Breeding pens]] &amp;amp; other creature-holding areas&lt;br /&gt;
:* [[Control room]]s&lt;br /&gt;
:* [[Power#Power_transfer|Power conduit]]&lt;br /&gt;
:* [[Dining hall]] (not within 1-2 tiles/levels, see above)&lt;br /&gt;
:* [[Workshop]]s {{k|P}}rofiled solely to the dwarf who will sleep near them - a dwarf is either working, or sleeping, never both at once.&lt;br /&gt;
:* [[Glass furnace]]s built solely to aid in the collection of [[sand]] for [[glass industry|glass production]] elsewhere.&lt;br /&gt;
:* [[Loom]]s built solely to allow collection of [[web]]s ''(an obscure choice, but legit)''.&lt;br /&gt;
:* Workshops (such as a non-magma [[forge]], etc) built solely for emergency [[mood]] use will only create noise if they are ever claimed, and then only for that short period.&lt;br /&gt;
&lt;br /&gt;
{{Moods FAQ}}&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=59475</id>
		<title>40d:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=59475"/>
		<updated>2009-12-09T20:12:19Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Noisiness of various jobs */ new info- workshops cause no sound.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain jobs generate '''noise''' which disturbs nearby sleeping dwarves.  Depending on a job's noise level and proximity, your dwarves could sleep &amp;quot;uneasily due to noise&amp;quot;, &amp;quot;very uneasily due to noise&amp;quot;, or be woken up by noise.  These events will produce unhappy [[Thought|thoughts]] in varying degrees.&lt;br /&gt;
&lt;br /&gt;
Neither walls nor doors will insulate dwarves from noise. Distance and how loud a job is are the only factors determining whether a dwarf's sleep will be disturbed.  &lt;br /&gt;
&lt;br /&gt;
Noise is produced when a noisy job is completed.  Thoughts about noise do not appear until the sleeping dwarf has woken up.&lt;br /&gt;
&lt;br /&gt;
Dwarves walking through a sleeping dwarf's room (even over his head) will not cause noise, which is important for [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
==Noisiness of various jobs==&lt;br /&gt;
&lt;br /&gt;
It's important to remember that noise is created in all 3 dimensions, including across [[z-level]]s - ''see below for [[noise#visualization|visualization]]''.&lt;br /&gt;
&lt;br /&gt;
'''Short distances:'''&lt;br /&gt;
* Eating is believed to cause noise within 1 or 2 tiles; probably 1.  It is unknown whether the noise radiates from the eating dwarf or his food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Within 3-4 tiles:'''&lt;br /&gt;
* Jobs performed at [[workshops]] have recently been confirmed by Toady to ''not'' cause any noise at all.&lt;br /&gt;
&lt;br /&gt;
* ''It has been claimed that most other jobs cause noise within 2-4 tiles.  More research is necessary to determine the specifics.''&lt;br /&gt;
&lt;br /&gt;
* An operating [[water wheel]] causes noise within ''at least'' 3 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Within 8 tiles:'''&lt;br /&gt;
* [[Mining]] and [[wood cutting]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Within 16 tiles:'''&lt;br /&gt;
* Placing and removing [[building]]s causes noise within 16 tiles.  For example, placing a chair will cause a 33x33x33 cube (or 35937 tiles) of noise centered on the chair. Hopefully this will change in future versions.&lt;br /&gt;
&lt;br /&gt;
* Construction causes noise within 16 tiles, and is known to wake dwarves up.&lt;br /&gt;
&lt;br /&gt;
* [[Combat]] has also been observed to wake dwarves up, which suggests that it causes noise within 16 tiles as well.  Strangely, [[sparring]] does not cause any noise at all -- which is just as well, considering dwarves will only spar in a [[barracks]], which is essentially a communal bedroom.&lt;br /&gt;
&lt;br /&gt;
* Firing [[siege engine]]s also produces noise within 16 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-noise actions:&lt;br /&gt;
* Hauling, and taking from/placing in stockpiles&lt;br /&gt;
* Sparring&lt;br /&gt;
* Traffic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Visualization====&lt;br /&gt;
&lt;br /&gt;
Noise radiates across [z-level]]s in the shape of a cube, in all 6 directions (north/south, east/west, ''and'' up/down), so noise that travels 4 tiles will generate noise in a 9x9 pattern on 9 successive floors.  The noise radiates from the center of the noise-producing apparatus.&lt;br /&gt;
&lt;br /&gt;
   Level 0      Level &amp;amp;plusmn; 1     Level &amp;amp;plusmn; 2     Level &amp;amp;plusmn; 3     Level &amp;amp;plusmn; 4     Level &amp;amp;plusmn; 5&lt;br /&gt;
 &lt;br /&gt;
 ...........   ...........   ...........   ...........   ...........   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .***www***.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .***wWw***.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .***www***.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 .*********.   .*********.   .*********.   .*********.   .*********.   ...........&lt;br /&gt;
 ...........   ...........   ...........   ...........   ...........   ...........&lt;br /&gt;
 &lt;br /&gt;
 w = Workshop (3x3 as shown; 5x5 are similarly centered)&lt;br /&gt;
 W = Origin of noise&lt;br /&gt;
 * = Noise&lt;br /&gt;
 . = No noise&lt;br /&gt;
&lt;br /&gt;
== Noise in practice ==&lt;br /&gt;
&lt;br /&gt;
* Try not to place [[buildings]] like doors while your dwarves are asleep.  Or if you do, make sure they are at least 16 tiles away from the nearest sleeping dwarf.&lt;br /&gt;
&lt;br /&gt;
* Don't dig near the bedrooms when there are dwarves sleeping in them.&lt;br /&gt;
&lt;br /&gt;
== Designing in anticipation of noise ==&lt;br /&gt;
&lt;br /&gt;
* A good way to start is to put all your bedrooms on level -9 or lower, so you don't have worry about noise from [[woodcutting]].&lt;br /&gt;
&lt;br /&gt;
* If you anticipate there to be fighting in your [[Trade Depot]], you should keep bedrooms away from there.  (It is believed that fighting creates noise within 16 tiles, since it has the power to wake units up.)&lt;br /&gt;
&lt;br /&gt;
* Remember that [[jail]]s, [[hospital]]s, and sleeping [[barracks]] should also ideally be kept away from noise, in addition to standard and noble bedrooms.&lt;br /&gt;
&lt;br /&gt;
Facilities that ''can'' be safely built around or above/below bedrooms and other sleeping facilities, to separate the area set aside for the &amp;quot;quiet zone&amp;quot;, include anything that does ''not'' make noise...&lt;br /&gt;
&lt;br /&gt;
:* More bedrooms, jails, hospitals or barracks ([[Bedroom_design#High_density.2C_multi-level|high-density]] housing) &lt;br /&gt;
:* [[Stockpile]]s&lt;br /&gt;
:* Hallway, stairs, ramps, etc.&lt;br /&gt;
:* [[Aqueduct]] (or the magma equivalent) or reservoirs&lt;br /&gt;
:* [[Trade depot]]&lt;br /&gt;
:* [[Farm plot]]s&lt;br /&gt;
:* [[Tower cap]] farms&lt;br /&gt;
:* [[Meeting zone]]s&lt;br /&gt;
:* [[Archery range]]s&lt;br /&gt;
:* [[Breeding|Breeding pens]] &amp;amp; other creature-holding areas&lt;br /&gt;
:* [[Control room]]s&lt;br /&gt;
:* [[Power#Power_transfer|Power conduit]]&lt;br /&gt;
:* [[Dining hall]] (not within 1-2 tiles/levels, see above)&lt;br /&gt;
:* [[Workshop]]s {{k|P}}rofiled solely to the dwarf who will sleep near them - a dwarf is either working, or sleeping, never both at once.&lt;br /&gt;
:* [[Glass furnace]]s built solely to aid in the collection of [[sand]] for [[glass industry|glass production]] elsewhere.&lt;br /&gt;
:* [[Loom]]s built solely to allow collection of [[web]]s ''(an obscure choice, but legit)''.&lt;br /&gt;
:* Workshops (such as a non-magma [[forge]], etc) built solely for emergency [[mood]] use will only create noise if they are ever claimed, and then only for that short period.&lt;br /&gt;
&lt;br /&gt;
{{Moods FAQ}}&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7704</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7704"/>
		<updated>2009-03-10T02:31:42Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Great balls of fire! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink [[water]], they begin to work slowly from alcohol dependency. Alcohol can be brewed at a [[still]], brought with you from the embark screen or [[trade]]d with visiting caravans.&lt;br /&gt;
&lt;br /&gt;
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
To brew alcohol at a [[still]] requires a brewable [[plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.&lt;br /&gt;
&lt;br /&gt;
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
===Consumption===&lt;br /&gt;
A healthy adult [[dwarf]] consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice ([[mug]]s are for simpering [[human]]s), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and [[dwarves]] spend much time walking to and from it.  So:  The booze should be both secure and accessible.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into [[food]], it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking.  Note that some consider this an [[exploit]], and [[Toady]] plans to revamp the whole cooking system in the future, and in the process disallow the use of booze (as well as things like seeds and syrup) as a food substrate.&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[#Grown_Outside|sunshine]]) boost feelings more than low-value ones (like [[#Grown_Outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.&lt;br /&gt;
&lt;br /&gt;
===Wounded dwarves===&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given [[water]] by a caretaker with a [[bucket]]. Therefore, a [[fortress]] cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.&lt;br /&gt;
&lt;br /&gt;
A dwarf with a permanent injury to his or her nervous system will be bedridden for life and will never again drink alcohol, and upon inspection will have the thought &amp;quot;He needs alcohol to get through the working day, and he can't remember the last time he had some!&amp;quot; You may wish to put these poor dwarves out of their misery.&lt;br /&gt;
&lt;br /&gt;
===Great balls of fire!===&lt;br /&gt;
Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. It is possible that the dramatic coloring is just the evaporated alcohol, and any damage to dwarves is actually caused by the source of the fire, not the booze vapors. For an example see both [http://mkv25.net/dfma/movie-42-boozeexplosion this movie] and [http://mkv25.net/dfma/movie-934-boozeexplodingbecauseofforestfire this one] at the DFMA.&lt;br /&gt;
&lt;br /&gt;
=== Brewable plants ===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| Dwarven Ale&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]]&lt;br /&gt;
| Dwarven Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]]&lt;br /&gt;
| Dwarven Rum&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]]&lt;br /&gt;
| Dwarven Wine&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grown Outside====&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]]&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]]&lt;br /&gt;
| Whip Wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| River Spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]]&lt;br /&gt;
| Fisher Berry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]]&lt;br /&gt;
| Longland Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild strawberry]]&lt;br /&gt;
| Strawberry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]]&lt;br /&gt;
| Tuber Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]]&lt;br /&gt;
| Prickle Berry Wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]]&lt;br /&gt;
| Sewer Brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| Gutter Cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]]&lt;br /&gt;
| Swamp Whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Not Brewable===&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* [[Quarry bush]] &lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Kobold bulb]]&lt;br /&gt;
* [[Valley herb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7703</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7703"/>
		<updated>2009-03-10T02:26:28Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Cooking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink [[water]], they begin to work slowly from alcohol dependency. Alcohol can be brewed at a [[still]], brought with you from the embark screen or [[trade]]d with visiting caravans.&lt;br /&gt;
&lt;br /&gt;
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
To brew alcohol at a [[still]] requires a brewable [[plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.&lt;br /&gt;
&lt;br /&gt;
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
===Consumption===&lt;br /&gt;
A healthy adult [[dwarf]] consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice ([[mug]]s are for simpering [[human]]s), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and [[dwarves]] spend much time walking to and from it.  So:  The booze should be both secure and accessible.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into [[food]], it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking.  Note that some consider this an [[exploit]], and [[Toady]] plans to revamp the whole cooking system in the future, and in the process disallow the use of booze (as well as things like seeds and syrup) as a food substrate.&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[#Grown_Outside|sunshine]]) boost feelings more than low-value ones (like [[#Grown_Outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.&lt;br /&gt;
&lt;br /&gt;
===Wounded dwarves===&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given [[water]] by a caretaker with a [[bucket]]. Therefore, a [[fortress]] cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.&lt;br /&gt;
&lt;br /&gt;
A dwarf with a permanent injury to his or her nervous system will be bedridden for life and will never again drink alcohol, and upon inspection will have the thought &amp;quot;He needs alcohol to get through the working day, and he can't remember the last time he had some!&amp;quot; You may wish to put these poor dwarves out of their misery.&lt;br /&gt;
&lt;br /&gt;
===Great balls of fire!===&lt;br /&gt;
Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. For an example see both [http://mkv25.net/dfma/movie-42-boozeexplosion this movie] and [http://mkv25.net/dfma/movie-934-boozeexplodingbecauseofforestfire this one] at the DFMA.&lt;br /&gt;
&lt;br /&gt;
=== Brewable plants ===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| Dwarven Ale&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]]&lt;br /&gt;
| Dwarven Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]]&lt;br /&gt;
| Dwarven Rum&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]]&lt;br /&gt;
| Dwarven Wine&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grown Outside====&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]]&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]]&lt;br /&gt;
| Whip Wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| River Spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]]&lt;br /&gt;
| Fisher Berry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]]&lt;br /&gt;
| Longland Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild strawberry]]&lt;br /&gt;
| Strawberry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]]&lt;br /&gt;
| Tuber Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]]&lt;br /&gt;
| Prickle Berry Wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]]&lt;br /&gt;
| Sewer Brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| Gutter Cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]]&lt;br /&gt;
| Swamp Whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Not Brewable===&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* [[Quarry bush]] &lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Kobold bulb]]&lt;br /&gt;
* [[Valley herb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploit&amp;diff=40596</id>
		<title>40d:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploit&amp;diff=40596"/>
		<updated>2009-03-10T02:22:21Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Cooking alcohol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic.  'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]].  Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun.&lt;br /&gt;
&lt;br /&gt;
Some exploits are listed below.&lt;br /&gt;
&lt;br /&gt;
== Self-powered pumps ==&lt;br /&gt;
&lt;br /&gt;
It is possible to produce a perpetual motion water pump where the act of pumping actually powers itself!  See [[screw pump]] and [[water wheel]] for details.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
&lt;br /&gt;
A [[drawbridge]], when rapidly triggered on and off, can be used to obliterate any creature or item beneath it.  Nothing short of a [[demon]] or [[megabeast]] is capable of withstanding a drawbridge crush.&lt;br /&gt;
&lt;br /&gt;
== Trap fields ==&lt;br /&gt;
&lt;br /&gt;
Laying a field of [[trap]]s with a significant-enough depth can protect your fortress from all invaders with no need to maintain a [[military]].  Traps are somehow intelligent enough to distinguish between [[pet]]s and allies while being dangerous to enemies and wild animals.&lt;br /&gt;
&lt;br /&gt;
Many players do not consider this an exploit.&lt;br /&gt;
&lt;br /&gt;
== Get back to work! ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is &amp;quot;On Break&amp;quot;, it is possible to draft this civilian into the military and then undraft the civilian in order to get him to cancel the break.  This does give an unhappy [[thought]] (but only if the dwarf has no military and/or civilian skills), so it is not a significant exploit and some may consider it a perfectly acceptable gameplay method.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
By designating a garbage pit [[zone]] instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles for items you move to the trading depot.  The depot can hold an arbitrary number of items, and those items will not be removed if there is nowhere else to place them.  This is especially useful for mechanisms you with to trade, as there is currently no good method for finding all those mechanisms without searching the entire contents of your fortress barring making sure they are the closest thing to the Depot.  Being in the depot makes them closest by definition.  Other items without an appropriate category can similarly be usefully stored for trading this way.&lt;br /&gt;
&lt;br /&gt;
== Cooking alcohol ==&lt;br /&gt;
&lt;br /&gt;
[[Alcohol]] can be cooked without requiring many other ingredients, producing solid food that is eaten and not imbibed.  Doing so is a highly efficient means of producing food, as each plant produces five units of alcohol.&lt;br /&gt;
&lt;br /&gt;
Though some consider it an exploit, many people make use of this feature.  It will eventually be plugged with [http://www.bay12games.com/dwarves/dev_req_101-150.html Req129]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bling Bolts==&lt;br /&gt;
&lt;br /&gt;
Adding a [[decoration]] to a stack of [[bolt]]s causes a huge [[value]] increase. The value of the decoration is multiplied by the number of bolts in the stack. This is considered a [[bug]].&lt;br /&gt;
&lt;br /&gt;
==Bookkeeper Exercise Program==&lt;br /&gt;
&lt;br /&gt;
Changing your [[bookkeeper]]'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to [[legendary]]. &lt;br /&gt;
&lt;br /&gt;
==Nudist Fortress==&lt;br /&gt;
&lt;br /&gt;
Dwarves get a bad [[thought]] from having [[clothing]] [[wear]] out, but nothing happens if they can't find replacement clothes. As long as you don't make new clothes, they will happily go naked. This also avoids the problem of messy dwarves leaving clothing strewn around the fortress. &lt;br /&gt;
&lt;br /&gt;
==Recycling Archery Range==&lt;br /&gt;
&lt;br /&gt;
In an [[archery range]], [[bolt]]s that hit the target are are always destroyed, but bolts that miss can be saved. Build a [[channel]] between the [[archery target]] and the back wall of the range, and [[stairs]] to get into it. Amazingly, the bolts will no longer shatter on impact with the wall, but fall intact into the channel. Reclaim the bolts, and your dwarves will re-use them for target practice. This exploit has the unfortunate side effect of splitting up [[stack]]s of bolts, so your dwarves will make a separate trip for each individual bolt. &lt;br /&gt;
&lt;br /&gt;
This trick will work for a [[ballista]] as well. Be careful for friendly fire. &lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to cheat [[merchant]]s out of their cargo without seizing it. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), or items in room mode ({{key|t}}), lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
The merchants will still leave disappointed if they have less value in goods when they leave the map than when they entered {{verify}}.&lt;br /&gt;
&lt;br /&gt;
== The Castle of Ice in the Lake of Fire ==&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s are indestructible, regardless of material, and walls of wood and ice easily stand up to [[magma]]. Entire fortresses can be built of ice in temperate climates equally impervious to catapults, the summer sun, or a thousand tons of boiling lava.&lt;br /&gt;
&lt;br /&gt;
On a similar note, all buildings and furniture are equally strong - indestructible to most creatures, tissue paper to others. Witness a single troll bashing through a multilayered set of [[adamantine]] and [[steel]] doors, while an army of Elite Hammergoblins are stymied by a single [[glass]] [[portal]].&lt;br /&gt;
&lt;br /&gt;
== Miasma can't move diagonally ==&lt;br /&gt;
[[Miasma]] can only move horizontally and vertically. This means that if your refuse stockpile is only accessible on a diagonal, there is no way for the miasma to escape. This is more effective than the use of doors or even pairs of doors in an &amp;quot;airlock&amp;quot; setup, as doors can be stuck open if a creature or material is occupying their square. The same method can be used to create enclosures to prevent the spread of miasma from kitchens, tanneries, and butcher shops.&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15712</id>
		<title>40d:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15712"/>
		<updated>2009-02-15T23:53:45Z</updated>

		<summary type="html">&lt;p&gt;Eiba: just mentioning the dungeon master's clothing preferences...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
:''&amp;quot;The dungeon master ponders fell beasts and treasure.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The '''dungeon master''' is a [[noble]] and, like the [[expedition leader]], is not a position that can be replaced by the player. S/he arrives as an [[immigrant]] and is not elected. The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 if certain site features are present like [[magma]], a [[river]] or a [[brook]] (as [http://www.bay12games.com/forum/index.php?topic=13243.msg122185#msg122185 confirmed] by Toady One). [[Toady]] has signaled the intention that the site feature should initially be hidden; the dungeon master would only arrive after the feature is discovered; currently this is not (yet) the case. {{version|0.27.176.38c}} The dungeon master may also arrive alone, without immigrants.&lt;br /&gt;
&lt;br /&gt;
The dungeon master has a somewhat... odd taste in clothing. He or she often shows up wearing a cloak, hood, and mittens, with nothing underneath. The dungeon master will often procure more cloaks to wear over the first at your fortress. This is because the dungeon master is insane.&lt;br /&gt;
&lt;br /&gt;
The presence of this noble allows taming of exotic [[animals]] (by the dungeon master as well as other animal trainers). Exotic animals are animals with the [PET_EXOTIC] tag.&lt;br /&gt;
&lt;br /&gt;
The dungeon master arrives with  skills from both the [[metalsmith]] and [[ranger]] groups at (''no adjective'') skill level. These skills are:&lt;br /&gt;
*[[Animal trainer]]&lt;br /&gt;
*[[Animal caretaker]]&lt;br /&gt;
*[[Furnace operator]]&lt;br /&gt;
*[[Metal crafter]]&lt;br /&gt;
&lt;br /&gt;
Additionally, Dungeon masters have [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] turned on even though they possess no base skill. At the moment{{version|0.28.181.40d}} since there is no way of adjusting a noble's jobs this means s/he could start taking over any of these crafts from a more skilled [[dwarf]] unless Workshop Profiles are used on the forge to prevent such.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Urist&amp;diff=42772</id>
		<title>40d Talk:Urist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Urist&amp;diff=42772"/>
		<updated>2008-06-20T05:11:50Z</updated>

		<summary type="html">&lt;p&gt;Eiba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You know, I don't think I've ever had a dwarf named Urist actually --[[User:Sartain|Sartain]] 10:45, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've never had any notable Urist, but many Kadols. Kadol the legendary stonecrafter, Kadol the mayor etc., but no Urists.&lt;br /&gt;
Also, all my notable female dorfs are named Tirist... --[[User:Someone-else|Someone-else]] 19:29, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
In my current fort (Pop of 158) I don't have any Urists, but do have lots of Kadols. But! Urist IS the name many players would use to name any generic dwarf they are talking about. It's nominal name already. I'm for this article--[[User:Dorten|Dorten]] 23:17, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've only ever had the one that I can remember... and I've never used the name for a generic dwarf... but I too, as a completely impartial observer, am entirely for this article. --[[User:Eiba|Eiba]] 01:11, 20 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=42756</id>
		<title>Urist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=42756"/>
		<updated>2008-06-19T03:56:42Z</updated>

		<summary type="html">&lt;p&gt;Eiba: Fluffing the page up a bit and updating the link to my story.... Err, that's okay, right?  What's the etiquette for celebrities editing their own wiki pages?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most popular dwarf name in community. It's often used as a generic Dwarven name in jokes and stories. &lt;br /&gt;
&lt;br /&gt;
The origin of the name's popularity seems to be the tale of [http://www.bay12games.com/forum/index.php?topic=15572.0 One Dwarf Against the World], a well-received narrative style account of a hermit fortress, played in the old 2D version. &lt;br /&gt;
&lt;br /&gt;
Some people says also there were quite a lot of Urists in 2D versions.&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38189</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38189"/>
		<updated>2008-06-12T02:17:23Z</updated>

		<summary type="html">&lt;p&gt;Eiba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick Seed===&lt;br /&gt;
&lt;br /&gt;
Seed: 20&amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 257x257&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519 (170 rejects, most of them very fast; ~8 minutes total generation on a 2.3 GHz dual-core)&lt;br /&gt;
&lt;br /&gt;
Dimensions: 257x257&lt;br /&gt;
&lt;br /&gt;
OS: Vista (might work on other OS)&lt;br /&gt;
&lt;br /&gt;
[[Image:Islandthingernosiegeyay.png]]&lt;br /&gt;
&lt;br /&gt;
A mini-island formed by several rivers and a lake (You can't see it on the embark screen, but I assure you, it is there). Completely unsiegeable nine months of the year, while still allowing access to Human/Elf traders. You may have to wall off the edges to stay safe in Winter, but on the plus side the Goblins will fall into the lake in the spring.&lt;br /&gt;
&lt;br /&gt;
Aside from that, there's not much else here.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes.&lt;br /&gt;
* '''Sand''': Directly under the lake is some black sand. Try to dig on the highest layer possible to avoid the aquifer.&lt;br /&gt;
* '''Aquifer''': Yes, but for some odd reason there's stone directly above it, and there's usually a stone cluster you can dig through.&lt;br /&gt;
* '''Soil''': Yes, but on the far side of the lake, so it may be easier just to flood some rock if you want a farm.&lt;br /&gt;
* '''Iron''': Haven't seen any, nor have I used reveal to check, but there's lots of Sedimentary rock, so there's a good chance of it.&lt;br /&gt;
* '''Metals''': I've seen a vein of Zinc and some Copper, but again, I haven't Revealed to check the full potential.&lt;br /&gt;
* '''Fuel''': Plenty of trees, and I think there was a vein of coal somewhere.&lt;br /&gt;
* '''Bauxite''': A big cluster on the island. While there's no magma here, you can use this to breach the aquifer.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xomlox, The Realm of Typhoons ===&lt;br /&gt;
&lt;br /&gt;
This is a 4x6 location with basically every major resource. Ground is from level 147 to 152. Cliffs are no taller than 2, surroundings are wilderness and temperature is warm.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need an underground lake, you can trim it to 4x5 by taking off the top north side and still get everything else.&lt;br /&gt;
[[Image:Realm of typhoons location.png]]&lt;br /&gt;
* '''Seed''': 3593291792 It has only 1 reject.&lt;br /&gt;
* '''Adamantine''': In the middle east side.&lt;br /&gt;
* '''Magma''': Pipe in the south side from bottom to level 144, not seen from surface.&lt;br /&gt;
* '''River''': Runs from the northeast to the south side.&lt;br /&gt;
* '''Underground lake''': In the north, not seen from surface.&lt;br /&gt;
* '''Chasm''': Yes in the west, not seen from surface.&lt;br /&gt;
* '''Cave''': Named cave called Elbowgloom with an ettin and some giant moles in the west, south of chasm.&lt;br /&gt;
* '''Trees''': More than you'll ever need.&lt;br /&gt;
* '''Sand''': Yes, yellow and black in the northwest.&lt;br /&gt;
* '''Soil''': Yes.&lt;br /&gt;
* '''Iron''': Hematite veins in obsidian.&lt;br /&gt;
* '''Metals''': Ore for every metal except zinc present.&lt;br /&gt;
* '''Flux''': Lots of marble (few levels below sand).&lt;br /&gt;
* '''Fuel''': None, but there are enough trees.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': You can dig an entire fortress in it.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[User:DFD|DFD]] 09:09, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xestsu, The Realm of Enchantments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image: SmataXestsu.jpg]]&lt;br /&gt;
&lt;br /&gt;
This 3x6 location has almost all features the game has to offer.  Here we have magma, a river, a cave river, an underground lake, iron, flux, sand, adamantine, a chasm, and an optional cave.  Cliffs range from 1 to 3. The Temperature is Scorching, the Trees are Woodland, Other Vegetation is Moderate, and the Surroundings are either Calm or Sinister.  If you want a cave with a minotaur you can expand the area two tiles north to make a 5x6 location.  Likewise, if you don't need the underground lake or cave river you can reduce the area by two tiles to the south to make a 2x6 location.&lt;br /&gt;
* '''Seed''': 1321093328 with 3 rejects.&lt;br /&gt;
* '''Adamantine''': In the top left side.&lt;br /&gt;
* '''Magma''': Pipe on the far right on levels 140 to 144 (not seen from surface).&lt;br /&gt;
* '''River''': Runs along left side.&lt;br /&gt;
* '''Underground lake''': On the bottom side of the map.&lt;br /&gt;
* '''Chasm''': On the left, south of the Pits.&lt;br /&gt;
* '''Cave''': (Optional) On the top of the map.  Its name is Osmatgened Aloakon, &amp;quot;Heartdepth the Harmonious Shadows&amp;quot;.&lt;br /&gt;
* '''Trees''': Enough to support full scale steel operation.&lt;br /&gt;
* '''Sand''': Plenty, its the black kind.&lt;br /&gt;
* '''Soil''': A bit in the bottom right of the map.&lt;br /&gt;
* '''Iron''': A great amount scattered around in Hematite veins.&lt;br /&gt;
* '''Metals''': Lots of Copper (Native, Malachite, and Tetrahedrite), Lots of Silver (Native, and Tetrahedrite, Galena), Lots of Gold, some Aluminum, some Lead (Galena), some Tin (Cassiterite), no Bismuth, no Nickel, no Platinum, and no Zinc .&lt;br /&gt;
* '''Flux''': Enourmous amount of Marble.&lt;br /&gt;
* '''Fuel''': None.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': Just what is around the magma.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Sartoris]] 6 March 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adelaanenu, The Wondrous Planet ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Adelaanenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very dangerous site; 2x5 area so it should run well... especially if you kill all the creatures.&lt;br /&gt;
&lt;br /&gt;
This is the smallest I've been able to get a site in the new version while maintaining all the features that I look for: magma, pits, cave river, bauxite, fuel, iron and flux. The only thing missing that I like to have is sand, but the rest of it makes up for it.&lt;br /&gt;
&lt;br /&gt;
Note that this map is on a TERRIFYING biome, and it has a group of cave creatures living near the chasm in the south that will make short work of your dwarves if you let them. Your dwarves may spawn next to these cave creatures, so this site is not recommended for beginning players.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 3988471772 with 67 rejects.&lt;br /&gt;
* '''Adamantine''': In the southwest corner.&lt;br /&gt;
* '''Magma pipe''': Northwest corner; surface of pool is below ground in elevation 146, and runs to bottom of map.&lt;br /&gt;
* '''Cave river''': Surface is slightly to west on elevation 148.&lt;br /&gt;
* '''Chasm''': Visible from surface, southeast corner.&lt;br /&gt;
* '''Trees''': North portion of map. Can grow tower caps underground once cave river has been uncovered.&lt;br /&gt;
* '''Soil''': North portion of map.&lt;br /&gt;
* '''Iron''': Large chunks of magnetite in layer 146, and another big chunk below in layer 142, large veins of hematite in several layers.&lt;br /&gt;
* '''Metals''': LARGE Platinum vein through magnetite on layer 146 and other small deposits, Copper (Native and Tetrahedrite), Silver (Galena), Gold, Aluminum, Lead (Galena), no Tin, no Bismuth, no Nickel, and no Zinc .&lt;br /&gt;
* '''Flux''': Seven layers of chalk in northern part of map.&lt;br /&gt;
* '''Fuel''': Elevation 140, west of magma pipe (from very west edge of map to very north edge of map).&lt;br /&gt;
* '''Bauxite''': 142 and 145, right and left sides of magma pipe.&lt;br /&gt;
* '''Obsidian''': Around magma pipe.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Bharani]] March 7 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Everlasting Dimensions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:1868528756.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty full-packed location. It has Adamantine, a magma vent and pool, a cave river and lake with dozens of critters within, a chasm, a complex cave system, which is 10 z-levels deep (packed full of critters and inhabited by a Dragon), marble for flux, hematite for iron (accessible from the surface), sand and some sparse trees.&lt;br /&gt;
&lt;br /&gt;
If you don't need the magma vent and don't need as many chasm tiles, you can get away with a 4x3 map. The world should be pretty fast to generate...has only a few rejects, IIRC.&lt;br /&gt;
&lt;br /&gt;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.png|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  Just don't expect any human traders to visit you. &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Onra Kisnast, a near-perfect 0-reject world===&lt;br /&gt;
&lt;br /&gt;
[[Image:343432.PNG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:MEDIUM]&lt;br /&gt;
[SEED:343432]&lt;br /&gt;
[DIM:129:129]&lt;br /&gt;
&lt;br /&gt;
'''Contents:'''&lt;br /&gt;
*Size: 5x4&lt;br /&gt;
*Calm&lt;br /&gt;
*Warm&lt;br /&gt;
*Surface river&lt;br /&gt;
*Underground river&lt;br /&gt;
*Plenty of trees&lt;br /&gt;
*Magma pipe&lt;br /&gt;
*Hidden fun stuff&lt;br /&gt;
*Chasm(top-open with creatures - watch out)&lt;br /&gt;
*Flux(lots)&lt;br /&gt;
*Sand(white)&lt;br /&gt;
*Bauxite(lots)&lt;br /&gt;
*Iron(lots, magnetite deposits open to the surface)&lt;br /&gt;
*Coal&lt;br /&gt;
*Obsidian&lt;br /&gt;
*All civs&lt;br /&gt;
*Flat surface - only 3 z-levels of elevation&lt;br /&gt;
&lt;br /&gt;
Found by: Event Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Udon Zurko, Perfect Excluding Adamantine, Giant Cave Spiders Instead===&lt;br /&gt;
&lt;br /&gt;
[[Image:Udon Zurko.jpg|thumb|right|Udon Zurko]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:SMALLER]&lt;br /&gt;
[SEED:4211843152]&lt;br /&gt;
[DIM:33:33]&lt;br /&gt;
&lt;br /&gt;
This seed, in a &amp;quot;smaller&amp;quot; world for fast generation, has every major an minor feature one could want, aside from Adamantine. To make up for it you can find here Giant Cave Spiders to capture and, if you're daring enough, taunt for infinite super-expensive silk.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* 4x5 area; 3x5 excludes the spider; 2x4 excludes only the cave river; (2x3 excludes the spider and river, but what fun is that?)&lt;br /&gt;
* Untamed Wilds, Warm&lt;br /&gt;
* Heavily Forested with Conifers and Highwood&lt;br /&gt;
* Underground River, the only source of infinite water&lt;br /&gt;
* Magma Pipe, the only source of Obsidian&lt;br /&gt;
* Chasm, a few surface dwellers, ratmen and antmen.&lt;br /&gt;
* Giant Cave Spider- only show up with two squares of chasm. Found at the chasm's end, above ground. Hidden.&lt;br /&gt;
* Sand, A striking Red, Everywhere&lt;br /&gt;
* Flux, Limestone, everywhere but the very south&lt;br /&gt;
* Iron, huge magnetite pockets in the limestone&lt;br /&gt;
* Bauxite, ditto above. Even a few Sapphires and Rubies.&lt;br /&gt;
* Coal in the form of Lignite and Bimituous Coal, somewhat hard to find.&lt;br /&gt;
* Diamonds in the Kaolinite in the Gabbro to the south. I only saw faint yellow ones with a cursory glance.&lt;br /&gt;
* Platinum in outrageous quantities.&lt;br /&gt;
* Gold, Silver, and Copper also present. No zinc or tin found.&lt;br /&gt;
* All Civs&lt;br /&gt;
* A total of 7 z-levels of elevation, mostly slopes, a couple 2 tall cliffs.&lt;br /&gt;
&lt;br /&gt;
How to turn the Death-Spider into a Cash-Spider:&lt;br /&gt;
&lt;br /&gt;
Even using reveal, the Giant Cave Spiders remain hidden. Use &amp;quot;Heal&amp;quot; if you want to verify their presence. As noted, they only show up if you include two tiles of chams on the embark screen, but at least one shows up on the eastern end of the chasm, amongst the ratmen and antmen on the surface. Send over a suicide peasant to get caught in the spider's (invisible) web to reveal the location of the spider. Good luck luring it into a cage trap. Expect casualties. Giant Cave Spiders don't shoot web when tame, nor do they shoot it if they can't path to their target. Your best bet would be to release it in a room with bait chained up on the other side of a cage trap. Build a loom nearby with gather webs on repeat and weave cloth suspended to gather the web fastest. Dye the cloth blue and make socks out of it for maximum profit.&lt;br /&gt;
&lt;br /&gt;
Hopefully the fun you can have with spiders makes up for the lack of adamantine.&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Udon_Zurko.jpg&amp;diff=42521</id>
		<title>File:Udon Zurko.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Udon_Zurko.jpg&amp;diff=42521"/>
		<updated>2008-06-12T01:28:56Z</updated>

		<summary type="html">&lt;p&gt;Eiba: [TITLE:SMALLER]
[SEED:4211843152]
[DIM:33:33]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[TITLE:SMALLER]&lt;br /&gt;
[SEED:4211843152]&lt;br /&gt;
[DIM:33:33]&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_cave_spider&amp;diff=3282</id>
		<title>40d:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_cave_spider&amp;diff=3282"/>
		<updated>2008-05-24T19:23:42Z</updated>

		<summary type="html">&lt;p&gt;Eiba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant Cave Spider|symbol=S|color=rgb(192, 192, 192)|bones=0|chunks=10|meat=10|fat=1|skulls=0|skin=Yes|biome=Subterrenean chasm}}&lt;br /&gt;
[[Image:Giantwebedited.png|right|thumb|100px|Web in the open]]&lt;br /&gt;
[[Image:GiantSpiderAttack.png|right|thumb|100px|Web inside a pit]]&lt;br /&gt;
&lt;br /&gt;
These eight-legged beasts are not your ordinary harmless [[cave spider]] (those were just treats for your [[cat]]).  '''Giant cave spiders''' are bigger than [[horse]]s and will make treats ''of'' cats, other [[dwarf]] [[pet]]s and the average careless adventurer.  It would be rather easy to know when a giant spider roams in the area, for they usually build a huge spider web, sometime spawning several screens wide (pictures to the right), except these webs (as well as the spider) are not actually visible until a hapless creature becomes ensnared in one (at least in Fortress Mode). &lt;br /&gt;
&lt;br /&gt;
Unlike most monsters in the world, giant spiders rely on more than just brute force.  Using sticky web projectiles, paralyzing venom and powerful jaws, the giant cave spider has multiple methods of incapacitating its prey before going in for the kill. They do not feel pain or remorse or fear and cannot be stopped unless killed. For this reason, it's suggested that you engage them at a distance, bring plenty of [[Drunk|drunks]] to distract it in adventure mode or simply try to overwhelm it with a high number of attackers.&lt;br /&gt;
&lt;br /&gt;
Most giant spiders build their web over cliffs of some sort so caution should be taken against dwarves or the spider itself falling down to their death or into a big [[chasm]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIDER_CAVE_GIANT]&lt;br /&gt;
	[NAME:giant cave spider:giant cave spiders:giant cave spider]&lt;br /&gt;
	[TILE:'S'][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:20][DIFFICULTY:3]&lt;br /&gt;
	[EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
	[EXTRACT_VALUE:100]&lt;br /&gt;
	[EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
	[WEBBER][THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BLOODTYPE:W][CHITIN]&lt;br /&gt;
	[PETVALUE:2500]&lt;br /&gt;
	[GRASSTRAMPLE:10]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1601</id>
		<title>40d:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1601"/>
		<updated>2008-05-08T19:03:41Z</updated>

		<summary type="html">&lt;p&gt;Eiba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''ramp''' is a map feature that allows dwarves and caravans to move between levels. Unlike a [[stair]] ramps have no 'top', they only have a bottom. Ramps are sometimes less useful in construction than stairs because they do not provide access to adjacent tiles on the floor above them (you cannot stand on top of a ramp and dig out the surrounding squares, because ramps &amp;lt;u&amp;gt;have&amp;lt;/u&amp;gt; no top). Ramps are the only way that [[wagon]]s can move between levels in order to access your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using ramps ==&lt;br /&gt;
[[Image:jt_df_ramp.png|left|frame|The lower ramp is valid; the upper ramp is not]] &lt;br /&gt;
*The tile above a ramp must be open space for it to operate (it will appear on screen as a down triangle).&lt;br /&gt;
*The ramp must have at least one wall adjacent to it for it to operate.&lt;br /&gt;
*The tile above the wall must be non-solid e.g. a floor, stair, 2nd ramp, etc. (&amp;lt;b&amp;gt;Not&amp;lt;/b&amp;gt; a wall, statue, floodgate, etc.).&lt;br /&gt;
A creature can then move from the square the ramp is on to the square above the wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the picture, you can see the difference: because the upper ramp is adjacent on all sides to empty space, it cannot be used to reach the tile to the west&lt;br /&gt;
:*&amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt;: It ''can'' be used to reach the tiles to the northwest or northeast of the ramp (not shown in picture).&lt;br /&gt;
&lt;br /&gt;
In DF terms the picture to the left would appear as (viewing top to bottom moving from left to right):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Construction and Materials ==&lt;br /&gt;
&lt;br /&gt;
There are two ways for your dwarves to create ramps. The first is to carve them into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, etc.. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.&lt;br /&gt;
* Digging a ramp uses the material and colour of the designated tile.&lt;br /&gt;
* Constructing a ramp uses the colour of the material used.&lt;br /&gt;
&lt;br /&gt;
====Ramping up vs. ramping down====&lt;br /&gt;
&lt;br /&gt;
You cannot carve ramps to access the z-level above unless you already have access to that level from a different passage. This is because miners cannot stand on top of a ramp and dig a passage - there is no top to the ramp.&lt;br /&gt;
* If you are digging upwards through rock, like a cliff, you may want to use a [[stair]] instead.&lt;br /&gt;
*{{Verify}} A miner can stand on the ramp and channel out the tile above. This is done automatically when carving a new ramp, but has to be done manually if you construct it.&lt;br /&gt;
&lt;br /&gt;
Ramps are easy to work with when digging downwards through a cliff.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removing Natural Ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural ramps can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards ramps can be removed in such a manner.  Selecting a downwards ramp in such a manner has no effect. Removing the upward ramp will automatically remove the downward ramp on the level above. The downward part of a ramp doesn't really exist, a creature standing on a ramp tile will be on the lower tile until they move out of the tile. &lt;br /&gt;
&lt;br /&gt;
== Removing Constructed Ramps ==&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu using the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}, using the ingame interface). Constructed ramps will leave one stone of the sort the ramp was constructed from.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Designations]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25145</id>
		<title>User talk:Rick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25145"/>
		<updated>2008-02-25T05:19:31Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* 0.27.176.38b */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requests ==&lt;br /&gt;
Hey there. Thanks for writing reveal.exe. It's made my dwarves' lives so much easier!&lt;br /&gt;
&lt;br /&gt;
Do you take requests?&lt;br /&gt;
&lt;br /&gt;
And is this the right place to ask? [[User:Runspotrun|Runspotrun]] 20:32, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, and yes. --[[User:Rick|Rick]] 20:49, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent! Now, I don't know how many people would use it, but I'd love to see a utility that would allow me to choose the temperature/forest/shrub/surroundings/neighbours when starting out. I like to stick to the same sort of areas, but it can be a pain finding them on the map - if they exist at all. Problem is, I think most people take what they're given, region-wise... so I don't think it'd have much of an audience. What do you think? [[User:Runspotrun|Runspotrun]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Er, I haven't just described startpoints.exe, have I? [[User:Runspotrun|Runspotrun]] 21:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're not averse to requests...  A utility to activate the subterranean flag on indoor areas would be awesome for those of us who'd like to build surface castles in cold/freezing terrain without our dwarves dying of frostbite.  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd like a rock/gem/ore tool. Would be really neat. Especially the ore/gem one. Also, maybe water/magma creation tools if possible?--[[User:Spelguru|Spelguru]] 01:29, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Something similar to the old skills.exe would be great! --[[User:Vanan|Vanan]] 11:44, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What I'd like is some way to search for a particular tile on the map.  Probably the easiest thing for you to code is to have reveal.exe have an option where it prints the map data to a file in some simple text format (Just a simple list of 'Z,X,Y &amp;quot;tile code&amp;quot;' would be sufficient.  mapping what tiles have what value would be nice, but not necessary.)  I want to answer the question &amp;quot;Is the raw material for the item the possessed dwarf is asking for somewhere on my map, and if so, where?&amp;quot;  --[[User:Warnold|Warnold]] 23:08, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I would like to request something that teleports items. --[[User:Demosthenes|Demosthenes]] 02:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Is it possible for a utility to remove excess stone? (name and amount in command line) --[[User:Jackard|Jackard]] 07:35, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wild Praise ==&lt;br /&gt;
Thank you so much for your incredible work! Your applications add so much fun to the game! --[[User:Vanan|Vanan]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Astonishing response time for 33e!  --[[User:Geofferic|Geofferic]] 01:04, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== In reply to ==&lt;br /&gt;
Your statement to me on my page, &amp;quot;Don't subject your opinion unto others. (Though I think you were just trying to be funny...) --Rick 03:54, 31 October 2007 (EDT)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course I was. But some people have no real sense of humor. &lt;br /&gt;
&lt;br /&gt;
Also, some people believe they can do things they tell others NOT to do. Your statement is a perfect example of this. You tell me not to subject others to MY opinion, but in doing so you are subjecting me to YOUR opinion. Oh yes, you are one of the VIPs in the DF community, because you wrote a couple utilities. So I suppose I should be humble in your presence, and bow to someone so great. I would do that, but when I bow, I do it facing AWAY from that person, and I drop my trousers at the same time. Still want me to bow to your greatness?&lt;br /&gt;
&lt;br /&gt;
I read other contributions here that voice their opinions the same as I did. I wonder if you said the same thing to all of them as well? Tho since I was able to read the pages they wrote, you clearly did not delete their words as you did mine. And while other entries I made were either deleted or edited, as I expected them to be, since I am not a great wiki writer, you were the only one to send me a somewhat nasty note. &lt;br /&gt;
&lt;br /&gt;
Think whatever you like of me, but at least I was contributing, and trying to give a few smiles along the way. Seems to me tho, that DF is fun, and it's wiki should be too. And, from other pages I read, others feel the same way I do. Maybe you should take a look around at some of their pages, and lighten up yourself a bit? Maybe trade with the elves for a tame blue jay, and drop it down your shorts. If that doesnt get a giggle out of you, maybe you should go join the undead at one of their ruins?&lt;br /&gt;
&lt;br /&gt;
: Wow, way to blow up that up, I was just jesting. I think I'll leave your words here, [[User:Darknight|Darknight]]. --[[User:Rick|Rick]] 19:25, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Oh, and for the record, I did not remove your message, someone else did that. Check the page history. --[[User:Rick|Rick]] 19:29, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== heal.exe bug? ==&lt;br /&gt;
&lt;br /&gt;
Hmm... I've found that heal -hurt doesn't work on fire men, at least in 33b. It sets all their body parts to red, but the fire man just keeps wandering around and scaring my poor witless dwarves. I haven't found a living fire man yet in 33c so I can't check. [[User:Runspotrun|Runspotrun]] 06:59, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Are firemen immune to pain? Hurt just nukes bodyparts, not kills creatures, most creatures who feel pain will die from that, but I guess ones who don't won't. --[[User:Rick|Rick]] 12:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Just checked - yes they are. That'd explain it then, ta. [[User:Runspotrun|Runspotrun]] 14:38, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== INI? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone see anything obviously wrong about this? I used various comparisons to come to these values (as well as what the hex fellow posted in the memory hacking section), and editing them as such into the reveal.exe allowed me to get that program to function, but the ini isn't reenabling the executables on its own:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[address]&lt;br /&gt;
DWARF_FORTRESS=0x0089C414 ; correct&lt;br /&gt;
MENU_STATE=0x0124565C ; maybe&lt;br /&gt;
FOCUSED_CREATURE=0x00C39548 ; correct&lt;br /&gt;
CREATURE_VECTOR=0x01420A48 ; correct&lt;br /&gt;
MOUSE_X=0x008FF290 ; pretty sure should be 008FF288&lt;br /&gt;
MOUSE_Y=0x008FF294 ; pretty sure should be 008FF28C&lt;br /&gt;
MOUSE_Z=0x008FF298 ; pretty sure should be 008FF290&lt;br /&gt;
MAP_DATA=0x01462568 ; correct&lt;br /&gt;
MAP_X_COUNT=0x01462580 ; correct&lt;br /&gt;
MAP_Y_COUNT=0x01462584 ; correct&lt;br /&gt;
MAP_Z_COUNT=0x01462588 ; correct&lt;br /&gt;
STARTING_DWARF_COUNT=0x0078A54E ; wrong.  0078A554 (value actually is dword at 0078A555)&lt;br /&gt;
STARTING_POINT_COUNT=0x00789703 ; correct (value actually is word at 0078970A)&lt;br /&gt;
&lt;br /&gt;
[offset]&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260 ; dunno&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660 ; dunno&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000 ; yes&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308 ; probably&lt;br /&gt;
CREATURE_X_OFFSET=0x0094 ; probably&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096 ; probably&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098 ; probably&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Qalnor|Qalnor]] 14:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I commented the above.  none of the corrections should affect reveal.  I don't know what's going wrong.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:53, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I made a few mistakes when documenting the existing data, which probably threw you guys off. My user page has been updated for 33f. --[[User:Rick|Rick]] 20:41, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, to both of you. I'll have to go over what I was doing when I get home to try and see where I was going wrong.  [[User:Qalnor|Qalnor]] 15:11, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible adjuststart enhancement ==&lt;br /&gt;
Hi!  Merry culturally-appropriate politically-correct generic holiday!&lt;br /&gt;
&lt;br /&gt;
I have found some interesting addresses that work well with adjuststart.&lt;br /&gt;
&lt;br /&gt;
In .33f, the byte at 0078654B holds a constant that is the upper limit that starting skills can be advanced to.  It is normally 5 (proficient).  If you change it to 15, skills can be advanced to legendary.  If you change it to 20, skills can be advanced to legendary+5.&lt;br /&gt;
&lt;br /&gt;
Also in .33f, there's a pair of bytes at 00786466 and 00786608.  If you set both to 0, then the 10 skills per dwarf limit is removed.&lt;br /&gt;
&lt;br /&gt;
I've found equivalant addresses for all the .33 releases.  They're in the memory hacking subpages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding unsigned comment added by [[User:0x517A5D|0x517A5D]] ([[User talk:0x517A5D|talk]]{{!}}[[Special:Contributions/0x517A5D|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Did I not sign that?  Oops.  Well, I was tired.  Thank you, VengefulDonut.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:02, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Very cool, I'll probably add these for the next release then. --[[User:Rick|Rick]] 04:18, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Update of utilities ==&lt;br /&gt;
&lt;br /&gt;
So how much longer do you suppose it might take to transition the utilities to 33f?--[[User:Heliopios|Heliopios]] 13:04, 19 December 2007 (EST)&lt;br /&gt;
:With the .ini method there isnt really a need to rebuild the utilities for 32f. [[User:VengefulDonut|VengefulDonut]] 15:25, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:And how exactly do you use memory.ini?  I've created a new ini file (yes, it's a .ini, not a .ini.txt) and pasted everything under [code] tags for .33f, and lugged it into the dir. with the required executable (heal.exe in this case) but when I run it it still says it was built for .33e. Should I put it somewhere else?  In any case, instructions for use are either inexistent or pretty well hidden here in the wiki.&lt;br /&gt;
:Cheers. [[User:N35t0r|N35t0r]] 21:45, 19 December 2007 (EST)&lt;br /&gt;
::Did you name it &amp;quot;memory.ini&amp;quot;? This worked for me with reveal.exe [[User:VengefulDonut|VengefulDonut]] 01:52, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible INI file syntax change ==&lt;br /&gt;
&lt;br /&gt;
I would like to suggest a change to the format of MEMORY.INI.  Instead of the [generic], [address], and [offset] sections (which in my opinion buy you nothing), I would suggest using sections keyed off the PE header timestamp.  (You have previously indicated that you plan to convert to that method anyway.)  So a sample .INI file might look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;; .33e&lt;br /&gt;
[475B7526]&lt;br /&gt;
MENU_STATE=0x01244654&lt;br /&gt;
FOCUSED_CREATURE=0x00C38540&lt;br /&gt;
CREATURE_VECTOR=0x0141FA40&lt;br /&gt;
MOUSE_X=0x008FE288&lt;br /&gt;
MOUSE_Y=0x008FE28C&lt;br /&gt;
MOUSE_Z=0x008FE290&lt;br /&gt;
MAP_DATA=0x01461560&lt;br /&gt;
MAP_X_COUNT=0x01461578&lt;br /&gt;
MAP_Y_COUNT=0x0146157C&lt;br /&gt;
MAP_Z_COUNT=0x01461580&lt;br /&gt;
STARTING_DWARF_COUNT=0x007893C5&lt;br /&gt;
STARTING_POINT_COUNT=0x0078857A&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308&lt;br /&gt;
CREATURE_X_OFFSET=0x0094&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098&lt;br /&gt;
&lt;br /&gt;
; .33f&lt;br /&gt;
[4763710C]&lt;br /&gt;
MENU_STATE=0x0124565C&lt;br /&gt;
FOCUSED_CREATURE=0x00C39548&lt;br /&gt;
CREATURE_VECTOR=0x01420A48&lt;br /&gt;
MOUSE_X=0x008FF288&lt;br /&gt;
MOUSE_Y=0x008FF28C&lt;br /&gt;
MOUSE_Z=0x008FF290&lt;br /&gt;
MAP_DATA=0x01462568&lt;br /&gt;
MAP_X_COUNT=0x01462580&lt;br /&gt;
MAP_Y_COUNT=0x01462584&lt;br /&gt;
MAP_Z_COUNT=0x01462588&lt;br /&gt;
STARTING_DWARF_COUNT=0x0078A555&lt;br /&gt;
STARTING_POINT_COUNT=0x0078970A&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308&lt;br /&gt;
CREATURE_X_OFFSET=0x0094&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main reason to do this is to allow data for multiple versions to be in the .INI file.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:22, 21 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Agreed, will do this. --[[User:Rick|Rick]] 15:28, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 33g memory.ini ==&lt;br /&gt;
&lt;br /&gt;
0x517A5D looked these up and put them on the 33g memory hacking page, but did not actually put them in here. He copied/pasted from 33f. Mistake? I looked up the dwarf fortress tag and used his values for the ones I could see on the other page he posted (33g memory hacking page) and updated them. It works for reveal, but it's missing FOCUSED_CREATURE and CREATURE_VECTOR because I can't find them.&lt;br /&gt;
--[[User:Paul|Paul]] 15:05, 22 December 2007 (CST)&lt;br /&gt;
:I just cross-referenced those 2 values with the 33f memory location page and updated them. Should work now, though I haven't tested. --[[User:Janus|Janus]] 16:27, 22 December 2007 (EST)&lt;br /&gt;
::The currently listed FOCUSED_CREATURE and CREATURE_VECTOR values don't appear to work. --[[User:Zurai|Zurai]] 22:20, 22 December 2007 (EST)&lt;br /&gt;
:::Hi Zurai.  Do to my blunder, there was a short period where those two values were incorrect.  You probably hit that window.  Check the values in your copy against the ones shown now.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 22 December 2007 (EST)&lt;br /&gt;
::::Heal.exe and warp.exe (only when trying to warp a creature - warp to find the coords of a tile works fine) both give me &amp;quot;An error has occured: please select a unit in 'view units' mode&amp;quot; using FOCUSED_CREATURE=0x00C40540 and CREATURE_VECTOR=0x01427B60, which are the values listed at the time of this writing. I've redownloaded both executables and re-made the ini from scratch, copy-pasting the values from the 33g listing, and it still occurs. Is anyone else having the same issue? Maybe my computer doesn't like heal or warp any more. Reveal works fine, though. --[[User:Zurai|Zurai]] 18:45, 23 December 2007 (EST)&lt;br /&gt;
:::::I found the problem.  It was MENU_STATE.  Yes, anyone else who tried to use these utils would experience the same problem.  I have now edited the .33g memory.ini section again, and verified that warp.exe, heal.exe -hurt, and heal.exe all work.  I'm really, really sorry for the mess up.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:39, 23 December 2007 (EST)&lt;br /&gt;
::::::I'm having this pop up with the new memory.ini info for warp.exe: &amp;quot;An error has occured:failed to read block pointer for to block&amp;quot;.  --[[User:Corbine|Corbine]] 03:19, 24 December 2007 (EST)&lt;br /&gt;
:::::::Well, let's go down the checklist.  Due to a blunder on my part, the .33g memory.ini file was wrong for several hours.  One of the mistakes causes that error message.   Try deleting memory.ini and making a new one with the [[User:Rick#v0.27.169.33g|current data]].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:29, 24 December 2007 (EST)&lt;br /&gt;
::::::::Deleted the memory.ini, made a new one and threw the new info into it, still same error. --[[User:Corbine|Corbine]] 01:28, 25 December 2007 (EST)&lt;br /&gt;
:::::::::Corbine, are you still experiencing this?  I just realized I've left this hanging for a week.  Sorry.  Okay, next.  Previous versions of warp have worked for you with previous versions of DF?  Do other of Rick's utilities work for you?  My tentative diagnosis is that &amp;lt;u&amp;gt;part&amp;lt;/u&amp;gt; of your INI file is wrong.  If the whole thing was wrong, it would merely complain that it was built for version .33e.  I don't know which particular key being wrong gives that error, and I don't have a .33g test fort at the moment, so I can't easily check right now.  But I could when I have time.  Really, I'm puzzled.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:47, 31 December 2007 (EST)&lt;br /&gt;
:Yes, mistake.  Arrgh.  I must have copied from the wrong editor window.  Thank you both.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:08, 22 December 2007 (EST)&lt;br /&gt;
::No worries, and thanks for posting the new memory locations in the first place. I personally was looking forward to that info so I could use reveal.exe to examine potential fortress locations in newly created 33g worlds, so it is much appreciated. --[[User:Janus|Janus]] 18:07, 22 December 2007 (EST)&lt;br /&gt;
::I was all excited when I saw the 33g info up, then went to paste it into my ini and realised the data was the same... I figured you just accidentally pasted the wrong thing in. The only thing I could figure out how to look up was the Dwarf Fortress tag location, so it is appreciated that you looked all the rest up. With the world generation changing, it's nice to have reveal available to search for new sites. [[User:Paul|Paul]] 21:20, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==38a==&lt;br /&gt;
&lt;br /&gt;
How would we update this? --[[User:Squeegy|Squeegy]] 20:22, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
we can start by finding the relevant mem locations for 88a&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[generic]&amp;lt;br /&amp;gt;&lt;br /&gt;
DWARF_FORTRESS=0x00C11218&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[address]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
MENU_STATE=&amp;lt;br /&amp;gt;&lt;br /&gt;
FOCUSED_CREATURE=&amp;lt;br /&amp;gt;.&lt;br /&gt;
CREATURE_VECTOR=&amp;lt;br /&amp;gt;&lt;br /&gt;
MOUSE_X=0x0092f288&amp;lt;br /&amp;gt;&lt;br /&gt;
MOUSE_Y=0x0092f28c&amp;lt;br /&amp;gt;&lt;br /&gt;
MOUSE_Z=0x0092f290&amp;lt;br /&amp;gt;&lt;br /&gt;
MAP_DATA=&amp;lt;br /&amp;gt;&lt;br /&gt;
MAP_X_COUNT=0x014929F0&amp;lt;br /&amp;gt;&lt;br /&gt;
MAP_Y_COUNT=0x014929F4&amp;lt;br /&amp;gt;&lt;br /&gt;
MAP_Z_COUNT=0x014929F8&amp;lt;br /&amp;gt;&lt;br /&gt;
STARTING_DWARF_COUNT=&amp;lt;br /&amp;gt;&lt;br /&gt;
STARTING_POINT_COUNT=&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
those are the easy ones.&lt;br /&gt;
if we had map data and confirmed that the offset was correct at least Reveal.exe would work but I'm out of time today.  --[[User:Shadetree|Shadetree]] 22:23, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've found the other addresses. I won't guarantee that the offsets other than MAP_DATA_DESIGNATION_OFFSET, MAP_DATA_OCCUPANCY_OFFSET, and CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET are correct.&lt;br /&gt;
 [generic]&lt;br /&gt;
 DWARF_FORTRESS=0x00C11218&lt;br /&gt;
 &lt;br /&gt;
 [address]&lt;br /&gt;
 STARTING_POINT_COUNT=0x007AF4FA&lt;br /&gt;
 STARTING_DWARF_COUNT=0x007B0345&lt;br /&gt;
 MENU_STATE=0x0127599C&lt;br /&gt;
 FOCUSED_CREATURE=0x00C69888&lt;br /&gt;
 CREATURE_VECTOR=0x01450E98&lt;br /&gt;
 MOUSE_X=0x0092F288&lt;br /&gt;
 MOUSE_Y=0x0092F28C&lt;br /&gt;
 MOUSE_Z=0x0092F290&lt;br /&gt;
 MAP_DATA=0x014929CC&lt;br /&gt;
 MAP_X_COUNT=0x014929E4&lt;br /&gt;
 MAP_Y_COUNT=0x014929E8&lt;br /&gt;
 MAP_Z_COUNT=0x014929EC&lt;br /&gt;
 &lt;br /&gt;
 [offset]&lt;br /&gt;
 MAP_DATA_DESIGNATION_OFFSET=0x0260&lt;br /&gt;
 MAP_DATA_OCCUPANCY_OFFSET=0x660&lt;br /&gt;
 CREATURE_NAME_OFFSET=0x000&lt;br /&gt;
 CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308&lt;br /&gt;
 CREATURE_X_OFFSET=0x0094&lt;br /&gt;
 CREATURE_Y_OFFSET=0x0096&lt;br /&gt;
 CREATURE_Z_OFFSET=0x0098&lt;br /&gt;
If I understand how Rick's tools work, the offsets I've verified are the only offsets necessary.&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 20:05, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
confirmed that this works with Reveal.exe --[[User:Shadetree|Shadetree]] 18:41, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
warp.exe and heal.exe do not work with this configuration. --[[User:Markham|Markham]] 11:28, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The reason the creature tools will work is due to some issue with how FOCUSED_CREATURE now behaves. Assuming the address is correct, and I'm 99.9% positive it's the correct address, a new method will have to be determined which unit is focused. Also, did your map have existing creatures? -- [[User:Jifodus|Jifodus]] 17:39, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirmed that adjuststart.exe works with this. --[[User:Squeegy|Squeegy]] 23:44, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==176-38a==&lt;br /&gt;
&lt;br /&gt;
Any love on new offsets with version df_27_176_38a? What do you all use to dig up the offsets? A debugger running trace on particular strings?&lt;br /&gt;
&lt;br /&gt;
I use IDA Pro Free, and do a binary match.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[generic]&lt;br /&gt;
DWARF_FORTRESS=0x008D8B08&lt;br /&gt;
&lt;br /&gt;
[address]&lt;br /&gt;
STARTING_POINT_COUNT=0x007B995A&lt;br /&gt;
STARTING_DWARF_COUNT=0x007BA7B3&lt;br /&gt;
MENU_STATE=0x01287D14&lt;br /&gt;
FOCUSED_CREATURE=0x00C7BC00&lt;br /&gt;
CREATURE_VECTOR=0x01450E9C&lt;br /&gt;
MOUSE_X=0x00941288&lt;br /&gt;
MOUSE_Y=0x0094128C&lt;br /&gt;
MOUSE_Z=0x00941290&lt;br /&gt;
MAP_DATA=0x014A4EAC&lt;br /&gt;
MAP_X_COUNT=0x014A4EC4&lt;br /&gt;
MAP_Y_COUNT=0x014A4EC8&lt;br /&gt;
MAP_Z_COUNT=0x014A4ECC&lt;br /&gt;
&lt;br /&gt;
[offset]&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x030C&lt;br /&gt;
CREATURE_X_OFFSET=0x0094&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Heal &amp;amp; Warp won't work due to FOCUSED_CREATURE not working properly. -- [[User:Jifodus|Jifodus]] 04:00, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0.27.176.38b ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[generic]&lt;br /&gt;
DWARF_FORTRESS=0x008D8A58&lt;br /&gt;
&lt;br /&gt;
[address]&lt;br /&gt;
MAP_DATA=0x014A50A0&lt;br /&gt;
MAP_X_COUNT=0x014A50BC&lt;br /&gt;
MAP_Y_COUNT=0x014A50C0&lt;br /&gt;
MAP_Z_COUNT=0x014A50C4&lt;br /&gt;
MENU_STATE=0x01287D14&lt;br /&gt;
FOCUSED_CREATURE=0x00C7BC04&lt;br /&gt;
STARTING_DWARF_COUNT=0x007AEB77&lt;br /&gt;
STARTING_POINT_COUNT=0x007BAE4A&lt;br /&gt;
MOUSE_X=0x0094128C&lt;br /&gt;
MOUSE_Y=0x00941290&lt;br /&gt;
MOUSE_Z=0x00941294&lt;br /&gt;
CREATURE_VECTOR=0x01463570&lt;br /&gt;
&lt;br /&gt;
[offset]&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x0660&lt;br /&gt;
CREATURE_NAME_OFFSET=0x0000&lt;br /&gt;
CREATURE_X_OFFSET=0x0094&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098&lt;br /&gt;
CREATURE_BODY_PART_HEAL_VECTOR_OFFSET=0x02FC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 23:08, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are you sure that's right? Reveal.exe isn't working for me with this.--[[User:Eiba|Eiba]] 00:19, 25 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29949</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29949"/>
		<updated>2007-12-24T19:06:25Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Seekret Projekt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Build ==&lt;br /&gt;
&lt;br /&gt;
Interesting setup you've got there. I run something similar, though not completely abusive to game limits. (Leg+5 in everything? comeon! :P)&lt;br /&gt;
&lt;br /&gt;
Got one guy with proficient in everything, while the rest have no skills and are purely haulers and pre-dabbling farmers.&lt;br /&gt;
Hauling and farming were the only tasks I decided to free my 'hero' dwarf from, since they're so god-awfully time consuming.&lt;br /&gt;
&lt;br /&gt;
As for items: A single full suit of steel armor and one of each weapon, with only a handful of bolts, should an errant fire imp come over in the first season.&lt;br /&gt;
A couple dozen of each booze and both plump helmet and spawn, with 11 each of the remaining seeds.&lt;br /&gt;
Of course the mandatory 1 each of food and whatnot.&lt;br /&gt;
A hefty stock of giant cave spider thread to jumpstart my trading power (a single shoe will go for no less than 900 I think... initial investment is only 120p each)&lt;br /&gt;
A miscellany of assorted bars, wood, ores, and stone to spend the remaining points.&lt;br /&gt;
Also took along 3 wardogs for some additional protection and 10 cattle to get a herd going.&lt;br /&gt;
&lt;br /&gt;
All-in-all I limit myself to 32000 total points, as it's the highest clean number that the signed integer will accept in a once-off edit.&lt;br /&gt;
Also used adjust start to give me 10 dwarves, and set Max_Pop to only 7, so no immigrants unless I get really short on helpers.&lt;br /&gt;
&lt;br /&gt;
My guy's got something of a demi-god complex too, as his name is Master, the rest are named Servant, and the world is &amp;quot;Kôr Nòm&amp;quot; (Master of God). Remembered to look it up when I dabbled with the Regional Prospector ;)&lt;br /&gt;
&lt;br /&gt;
Anyways, saw that you had a very similar idea for a build and thought you might want to hear you're not the only one going for the &amp;quot;God and Servants&amp;quot; route ;)&lt;br /&gt;
--[[User:n9103|n9103]] 01:49, 20 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Search Function ==&lt;br /&gt;
&lt;br /&gt;
It may be helpful to make it clear the search function used in your version-independent code examples is a user-define function and is not associated with the STL search algorithm. I would also recommend posting the source files for search function, or commenting that they are available from the enable magma buildings zip file&lt;br /&gt;
&lt;br /&gt;
--[[User:Masdus|Masdus]] 22:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's a good point about search().  I've just renamed it hexsearch() in my most recent (not yet released) source.&amp;lt;br/&amp;gt;I had started to document the search patterns in a more generic way, but decided that (a) it took me too long to translate, and (b) few of the target audience would be able and willing to retranslate into their own search-like functions.  So I just started cutting and pasting patterns out of my source.&amp;lt;br/&amp;gt;As for posing the source to hexsearch(), I think that the target audience can track it down.  (If we could host arbitrary files directly on this wiki, I would.  I just think it's too big to put into a &amp;amp;lt;code&amp;amp;gt; block.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:17, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10413</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10413"/>
		<updated>2007-12-08T00:50:13Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Finding magma */  is not random at all... This fact should probably be edited into this entirely incorrect entry better...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma serves as an energy source, powering [[magma forge]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma that reaches all the way to the surface is visible on the &amp;quot;local&amp;quot; screen in the starting location chooser.  It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented. trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, or even all three - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanos show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanos on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so the only way to identify them is to scroll past hundreds of local maps while keeping an eye out for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  It is almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits will only be on a few levels, and must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  Presumably, small magma deposits are also most common near volcanoes.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power magma smelters and forges.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  Use channels to tap into the magma on the level below safely (this is easier if there is more magma on the lower level than the level you wish to build on.  Actually tapping into magma directly, on the same level, instead of using channels, is likely to result in the death of your miner.&lt;br /&gt;
&lt;br /&gt;
To build far away from the magma vent, a long channel will be needed to funnel the magma. Note that magma that is cut off from the vent will harden into obsidian, preventing the use of [[floodgates]] to seal the flow. Buildings that come in contact with the magma (such as forges) need not be built of steel - only bridges, which are conceptually submerged in magma, require steel items.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that at this time Toady has stated that magma doesn't replenish.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504]  Therefore depending on the amount of magma available it may be inadvisable to attempt to move it across too great a distance or use it in any form of defense that consumes it in the process e.g. steam.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt floodgates, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: if magma happens to contact water it produces some steam and obsidian. This means there is no chance of using a prolonged contact between the two to create a steam trap.&lt;br /&gt;
*Rocks: [[stone|rock]]s leftover from mining will melt when magma cover them.&lt;br /&gt;
*Speed: magma move relatively slowly. While it is impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate, a door or even wall the flooding area if you happen to let magma loose by mistake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5460</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5460"/>
		<updated>2007-11-07T22:38:26Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Seeds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  As a consequence, the choice of whether to use a random name or a given name can result in a completely different world even when the same seed is used.  Seed publishers should specify whether a random name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
And I have found it.  Behold the beauty:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand. Note that it was generated on windows XP, and may be different on another OS.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ===&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
&lt;br /&gt;
'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
&lt;br /&gt;
'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
&lt;br /&gt;
'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
&lt;br /&gt;
'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
&lt;br /&gt;
'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
&lt;br /&gt;
'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
&lt;br /&gt;
'''9.''' a small selection of trees and shrubs&lt;br /&gt;
&lt;br /&gt;
'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
&lt;br /&gt;
'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
&lt;br /&gt;
'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
&lt;br /&gt;
=== Seed 7185120: Snow-Encrusted ===&lt;br /&gt;
&lt;br /&gt;
126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
&lt;br /&gt;
This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
&lt;br /&gt;
Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
&lt;br /&gt;
=== Seed 71551: Another quickie ===&lt;br /&gt;
&lt;br /&gt;
5 Rejects.&lt;br /&gt;
&lt;br /&gt;
29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
&lt;br /&gt;
-Ilmuri&lt;br /&gt;
&lt;br /&gt;
=== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ===&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has about 108 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Steelglass_fortress.png&amp;diff=23181</id>
		<title>File:Steelglass fortress.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Steelglass_fortress.png&amp;diff=23181"/>
		<updated>2007-11-07T22:30:29Z</updated>

		<summary type="html">&lt;p&gt;Eiba: Directions to a rather nice fortress site&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Directions to a rather nice fortress site&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Igneous_Extrusive_Stone_Layers&amp;diff=17080</id>
		<title>Category:Igneous Extrusive Stone Layers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Igneous_Extrusive_Stone_Layers&amp;diff=17080"/>
		<updated>2007-11-07T00:06:58Z</updated>

		<summary type="html">&lt;p&gt;Eiba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Igneous extrusive [[stone]] layers usually include [[Hematite]], [[Gold]], [[Copper]], and [[Tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
[[Andesite]], [[Basalt]], [[Felsite]], [[Obsidian]], and [[Rhyolite]] layers are igneous extrusive.&lt;br /&gt;
&lt;br /&gt;
Their name appears in a darker shade on the embark menu. They also indicate a good chance of [[magma]] being present in some form or another.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2781</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2781"/>
		<updated>2007-11-05T15:56:31Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Glass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of '''gems''' can be found strewn throughout the fortress. Gems can used to [[encrust]] furniture, weapons, armor and ammunition, to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have no [[item values|value]] in rough form. First they need to be cut in a [[jeweler's workshop]]. Cut gems have a base value of 5, which is multiplied by appropriate value modifier from the table below. Items can be [[decorated]] (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
&lt;br /&gt;
{{Gems}}&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
*green glass, x2 value, requires only a [[bag]] full of [[sand]]&lt;br /&gt;
*clear glass, x5 value, requires [[pearlash]] as well as a [[bag]] full of [[sand]]&lt;br /&gt;
*crystal glass, x10 value, requires [[pearlash]] and [[rock crystal]]&lt;br /&gt;
&lt;br /&gt;
Like working metal, making glass requires fuel, either coke or charcoal at a normal glass furnace, or magma at a magma glass furnace.&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13845</id>
		<title>40d:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13845"/>
		<updated>2007-11-05T15:49:21Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Trap weapon statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are items that increase the damage dealt by creatures in combat.  In fortress mode, after accessing the military screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your dwarves to use.  Regardless of your choice here, civilians will not wield weapons until drafted.&lt;br /&gt;
&lt;br /&gt;
Weapons have different properties that affect the way they deal damage.  Blunt weapons like hammers and maces tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as axes or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as spears or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims.  Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable.  While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.&lt;br /&gt;
&lt;br /&gt;
Not all weapons can be wielded by dwarves.  Larger weapons like bows cannot be wielded by the stubby dwarves, they use the smaller crossbows instead.  Merchant caravans will happily sell you weapons too big for you to wield, so if you are purchasing weapons for your fortress, be sure they are usable by dwarves.&lt;br /&gt;
&lt;br /&gt;
Dwarves can also create weapons themselves.  Wooden and bone crossbow bolts can be created at the [[craftsdwarf's workshop]].  Higher quality bolts and melee weapons can be created at a [[metalsmith's forge]].  Dwarves can only create weapons they themselves can wield, with the occasional exception of [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
Most weapons can be made of iron, silver, copper, bronze, steel, bismuth bronze, or adamantine.  A handful of weapons can be made of other materials such as wood or obsidian.  The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (i.e., when all bolts have been expended).&lt;br /&gt;
&lt;br /&gt;
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s.  These are the menacing [[spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]].&lt;br /&gt;
&lt;br /&gt;
In most cases, dwarves will go to pick up an assigned weapon upon being drafted.  However, there are a few special cases.  A woodcutter uses a battle axe even as a civilian, so if a woodcutter is assigned to use an axe as a weapon he or she will not need to prepare (except to wear any assigned armor).  A hunter usually carries a crossbow, bolts and even light armor, all of which can carry over to the military if the settings are appropriate.  And miners carry their picks at all times; picks make mediocre weapons, but they use the civilian &amp;quot;mining&amp;quot; skill in combat, so miners don't have to train as soldiers to be effective fighters.&lt;br /&gt;
&lt;br /&gt;
Picks will only be used as weapons by miners who are not instructed to wield any other weapon (in other words, the dwarves must be set to &amp;quot;unarmed&amp;quot; and drafted while carrying a pick).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons have varying amounts of damage and type, according to raw/objects/weapons.txt.{{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
High &amp;quot;Crit. Boost&amp;quot; is a better chance of causing internal injuries, rather than just decreasing HP. This is useful against big, hard-to-damage enemies -- things like spears will tend to damage their organs, which is usually a faster way to take them out.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
These have been taken from /raw/objects/item_weapon.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| [[Battle axe]] || 110 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]]&amp;amp;dagger; (melee) || 20 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]]&amp;amp;dagger; (melee) || 40 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]]&amp;amp;dagger; (melee) || 70 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || 70 || Slash || Dagger || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flail]] || 130 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Great axe]]&amp;amp;Dagger; || 150 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Halberd]]&amp;amp;Dagger; || 140 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Long sword]]&amp;amp;dagger; || 120 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Maul]]&amp;amp;Dagger; || 160 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Morningstar]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] || 70 || Pierce || Mining || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Pike]]&amp;amp;Dagger; || 120 || Pierce || Pike || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Scimitar]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scourge]] || 30 || Gore || Whip || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Short Sword]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || 100 || Pierce || Spear || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Two handed sword]]&amp;amp;Dagger; || 140 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[War hammer]] || 120 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip]] || 20 || Gore || Whip || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 | &amp;amp;dagger; ''Dwarves wield weapon two-handed'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''Dwarves cannot wield weapon (too large)''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ammunition Stats==&lt;br /&gt;
These have been taken from /raw/objects/item_ammo.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 100 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowdart]] || 10 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 100 || Pierce &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trap weapon statistics==&lt;br /&gt;
These have been taken from raw/objects/item_trapcomp.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axe blade]] || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Enormous corkscrew]]&amp;amp;dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in upright spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of [[metal]], as well as [[glass]], oddly enough. Some can also be made out of [[wood]], as noted in the table. This can be useful in getting some heavy weapons traps set up before you have a steady [[smelter|smelting]] operation going. Remember though that weapons made of wood suffer a penalty to damage.&lt;br /&gt;
&lt;br /&gt;
==Material Damage Effects==&lt;br /&gt;
Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Damage %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] and &amp;amp;dagger;[[Obsidian]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] and [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;dagger;All other materials ([[wood]], [[silver]], etc.) || 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;amp;dagger; ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item quality==&lt;br /&gt;
* This section needs to be verified. Perhaps you can help!&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[item quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Item Name : Basic crafted weapon - x1.0 damage&lt;br /&gt;
*-Item Name- : Well-Crafted weapon - x1.2 damage&lt;br /&gt;
*+Item Name+ : Finely Crafted weapon - x1.4 damage&lt;br /&gt;
* *Item Name* : Superior Quality weapon - x1.6 damage&lt;br /&gt;
*≡Item Name≡ : Exceptional weapon - x1.8 damage&lt;br /&gt;
*☼Item Name☼ : Masterful weapon - x2.0 damage&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]][[Category:Items]][[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5440</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5440"/>
		<updated>2007-11-03T20:48:24Z</updated>

		<summary type="html">&lt;p&gt;Eiba: /* Seed 1621458352 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad. &lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
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=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;/div&gt;</summary>
		<author><name>Eiba</name></author>
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