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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Esitowipefy</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-27T11:50:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Eddie&amp;diff=131893</id>
		<title>User:Eddie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Eddie&amp;diff=131893"/>
		<updated>2010-11-17T22:40:11Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After about a week of playing (and poring over the [[Engravings]] on the walls of this site), I feel I'm ready to make some additions of my own!  ..or at least learn how to do that.  I'm terribly new to this.  Hell, I don't even expect my links to work.  But I'll at least strive to keep my information accurate, and my typing form proper.&lt;br /&gt;
&lt;br /&gt;
Now, on to some research about artifacts.  *Cracks his knuckles, and heads into the game.*&lt;br /&gt;
&lt;br /&gt;
&amp;gt;== Current research projects: ==&lt;br /&gt;
'''Dwarven Waterway'''&lt;br /&gt;
Statement: Attempting to redirect a brook, and while there is a lot of data on the site about this already, it's my own little pet project, and something I'm performing for kicks.&lt;br /&gt;
Objective: To watch the flow speed of water in different size channels, to see if water spreads at a significantly different rate from smaller or larger apertures into large spaces;&lt;br /&gt;
To see if water without an exit will spill over onto higher Z-levels or not;&lt;br /&gt;
To see if the brook itself will empty out in the process of spilling into the new area.&lt;br /&gt;
Status:  Main waterways established, Z-level of the brook's water cut off from map exits (excepting the brook itself), series of floodgates established for fortress use (hey, practical applications of research are always best!).&lt;br /&gt;
&lt;br /&gt;
'''Artifact craft items'''&lt;br /&gt;
Statement: Dwarf crafted a &amp;amp;quot;Perfect Aquamarine&amp;amp;quot; and I intend to find out the details about such a thing.&lt;br /&gt;
Objective: Find out if the perfect gem can be placed in a noble's room using a specific stockpile to elevate the room to &amp;amp;quot;Royal&amp;amp;quot; status.&lt;br /&gt;
Find out if the gem can be set into an object, such as a throne, and determine the results of such; will the chair become extremely valuable?  Will the furniture be trade capable?  Will the artifact crafter throw a tantrum?  Will placing the furniture in a room elevate the room to &amp;amp;quot;Royal&amp;amp;quot; status?&lt;br /&gt;
&lt;br /&gt;
More on this later as the results come in.  If anyone has insight to provide on this, feel free to add it to this page.  I won't mind.  Honest.&lt;br /&gt;
--[[User:Eddie|Eddie]] 14:26, 2 July 2008 (EDT)&lt;br /&gt;
:To my experience dwarves are rather reluctant to let go of their [[artifact|precious]] but once they do you can re-use it however you want... just don't let it get destroyed otherwise they will tantrum.&lt;br /&gt;
:Unfortunately this can also be the case for masterly-carved wall [[engraving]]s.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 02:56, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've finally broken the dam for the water test; the water is flowing down the constructed waterway at a surprisingly slow rate, taking roughly 3 seconds to move to another square.  The spreading seems to be a continuous rate regardless of how many squares it is filling; a 3x10 room fills at the same speed as a 5x10, for example.  It takes longer, yes, but the water &amp;amp;quot;grows&amp;amp;quot; in tiles surrounding the areas already flooded without concern for how many flooded tiles it is connected to.&lt;br /&gt;
&lt;br /&gt;
Also of note, on a whim I looked to the part of the brook beyond my artificial branch, and noticed that those tiles were all but dry--it seems the water spreads out evenly between the two branches, thus reducing the majority of the squares to depth 3 or less.  Not surprising really, but worth noting.&lt;br /&gt;
&lt;br /&gt;
What may be interesting, however, is that a pit in the ground does not slow water advancement if there is a way around it.  Water will begin to fill the pit in a waterfall (side note: producing mist, which gave my poor thirsty dwarves a happy thought when the observed this), but will also spread around said hole without slowing.  In fact, the area surrounding the hole flooded before there was even more than muddy floor at the bottom of this pit.  Perhaps this is because the pit was an Up/Down stairway, it somehow stunted the downward flow of water?  Hmm.  Regardless, said pit still went to 7/7 full shortly after the water began to pour in, so while this is an interesting sidenote (to me anyway), it doesn't have any practical purpose, unless you were hoping to use the edge of a chasm as an exit flow for water.  But this requires testing of its own before a conclusion is drawn.&lt;br /&gt;
&lt;br /&gt;
Obstacles blocking water flow leave a &amp;amp;quot;tail&amp;amp;quot; behind them as water advances, in which the water fills much more slowly than surrounding regions.  I wish I'd been timing this, but it's a bit late in the game to lament over this fact.  In any case, water flows are very realistic so far with water pressing forward around walls, and moving in to fill that gap later.&lt;br /&gt;
&lt;br /&gt;
Looking back along the water flow now, the brook has entirely resumed its 7/7 depth, and the starting stretch of my constructed waterway is also the same depth.  It's not even halfway along the (fairly long) stretch I've created, which took a little over 2 years for my dwarves to tunnel out between their various other tasks, and it's soon to hit the areas of more interest to me: starting with the two-floor cavern.&lt;br /&gt;
&lt;br /&gt;
The purpose of this cavern is purely for aesthetics, but it's a little more than halfway along the stretch, and is a two-level cavern that fills from the water z-level, and has open floor in the z-level above.  The upper floor opens outside to grassy fields.  The water entry on the bottom floor is constricted, being only one tile in width, and is branched at a 90-degree angle to the main flow.  I've noticed that my earlier observation of square entry size may have been inaccurate; the water seems to be advancing along the main path faster than it enters the side-chamber, at a very noticeable rate.  Perhaps more study into this is needed.&lt;br /&gt;
&lt;br /&gt;
Now the water reaches the natural canyon that my waterway connects to; normally this canyon would lead off the map, but that seemed so boring in the grand scheme of this research that I decided to build a Shist-wall dam to prevent that from happening.  While it would have been advantageous to keep that exit for the water to reduce the risk of fort flooding, there's nothing as satisfying as jumping into the deep end (*Cough*) when doing research.&lt;br /&gt;
&lt;br /&gt;
Besides, I saved before I broke the dam, so worst case, I just reload and remove the dam.&lt;br /&gt;
&lt;br /&gt;
Water advancement slows to a near crawl in this wide valley, further disproving my earlier suspicions about water spread; water advances in a more natural way than I predicted.  The highwood trees stand against the water flow, and now my curiosity is piqued on the matter of aquatic flora.  Well, more accurately, at what water depth will a tree &amp;amp;quot;drown.&amp;amp;quot;  Water refuses to enter the same tile as the tree, at least so far, as the water is still only depth 1 surrounding.  The slow rate of water advancement is giving me a great deal of time to write mundane details, it seems.&lt;br /&gt;
&lt;br /&gt;
Also, it seems the water is spreading through the canyon at a much faster rate than the water fills the side chamber.  Some day this information may be useful to someone!  ...probably not though.  But I digress.&lt;br /&gt;
&lt;br /&gt;
Now the water flows through the shist fortification that supports the bridge to the aboveground entrance to the fort.  The waterway serves as both water supply and moat to my dwarves, or it will if everything goes according to plan.&lt;br /&gt;
&lt;br /&gt;
Hmn.  My legendary gemcutter seems to have had no qualms about crossing the flowing water, having walked down the slope of the eastern wall, across the filling canyon, and up to the west.  The water was extremely shallow, but it was still disconcerting to see such a large investment tread water like that.&lt;br /&gt;
&lt;br /&gt;
The water is approaching the dam, so I feel I should elaborate on it while I wait. dam is built at a 90-degree angle from two wall sections; the eastern wall is two floors high, and the southern is one floor.  The eastern wall stretches from valley wall to valley wall, and surpasses the valley walls in height (the natural valley being only one level deep).  The southern wall is only one level high, but it only blocks off a small bulb of the valley, which I consider to be my spillway.  The 'bulb' is actually two z-levels high, unlike the eastern wall, and I dug out a trench in the second level of that cliff side that leads past the dam and off the map.  In all honesty, I'd forgotten that the section there was carved out; this ruins part of the fun of the experiment, but should make little difference, if any.&lt;br /&gt;
&lt;br /&gt;
From here on, I'm going to resume actually playing the game; the water is just going to continue in to the floodgates of my fortress without interruption, and I hear the war-drums of goblins in the distance.  Once the water has had a chance to fill in the valley more, I will resume my writings. --[[User:Eddie|Eddie]] 14:11, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, after a nap and breakfast, I'm back to writing!  I did some research in the water flow and pressure page, and it has answered a lot of the questions I had with pre-established theories on the subject.  Of note, is the fact that water will not rise above its source without the assistance of a pump; this is convenient, and means my fortress won't be flooding any time soon, but it takes some of the fun out of the research to already know the answers.  I'll continue to monitor the water flow, for my own sake more so than anything else.&lt;br /&gt;
&lt;br /&gt;
A turtle is sitting on my bridge directly over the water flow; if it somehow washed up on that bridge, or fled to there, I'm not certain.  I wish I'd seen how it ended up there, as it would have been a decently long walk for the little thing to end up there, and the water below is currently only depth 3.  After the water reached the end of the line, the valley began to fill much more quickly, as the water now has nowhere else to go.  Once the valley is nearly full, I'm going to open the floodgates into the fortress' internal water supply.  I'd like to observe more closely how this will affect the depth of water in the areas surrounding the gate and the valley itself.&lt;br /&gt;
&lt;br /&gt;
The trees continue to stand despite the depth-3 water surrounding them, leaving me to wonder if these trees will only disappear when the tiles are completely full, and the trees submerged.  All speculation and no facts; not yet, anyway.  Nearly all the grass and shrubs under the depth-3 water are dead or &amp;amp;quot;dry&amp;amp;quot; (ironic), so I imagine it's a matter of specific depths killing plants of different types.&lt;br /&gt;
&lt;br /&gt;
So far things have remained inconclusive, as even about two hours later this valley is only just reaching depth 4 in certain places.  Trees still stand, though now my dwarves refuse to go down into the valley, and I've had a few queued jobs canceled to &amp;amp;quot;Dangerous terrain&amp;amp;quot; because they were outside the fortress and, in spite of the fact there is another entrance further from the job site, they want to instead cut through the valley.  Looks like it's time to open the front door; I've traps set there against marauders, and three guards stationed nearby, so it should be safe from goblins.  This is all, of course, unimportant to the experiment at hand.&lt;br /&gt;
&lt;br /&gt;
More I will write as there becomes more TO write.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, few days later, time to write the conclusion!  Also, I apologize for not adding the signature to the end of my posts; just a habit I need to get in to.  :P&lt;br /&gt;
&lt;br /&gt;
Alright, so, end of the water's course!  After the channel finished flooding, I noticed a few things:&lt;br /&gt;
ONE, water that is labeled as above ground freezes; water that is underground will not, even if the two tiles are adjacent to each other.  So, the places where the water was &amp;amp;quot;above ground&amp;amp;quot; froze in the winter, but my fortresses water source remained nice and available to my dwarves (though it did not refill, so making the area larger than the well source alone ended up being a good idea).  Also of note, ice next to water is, amusingly, &amp;amp;quot;Damp Ice,&amp;amp;quot; so you don't need to worry about striking water and flooding your dwarves when digging in ice.&lt;br /&gt;
&lt;br /&gt;
Oh, and if you make a channel into a moat, piece of advice: don't leave an opening into your fortress facing the water.  Trust me, the results are bad for all parties involved (well, unless you're the titan that gets a free ticket into the fortress).&lt;br /&gt;
&lt;br /&gt;
The trees in the flooded valley still stand, and have gone through several freezes.  It seems that water does not kill trees, nor does ice.  If there is any kind of advantage available to having done this, I have yet to figure it out, but I'm sure someone more ingenious could find a way to use this.&lt;br /&gt;
&lt;br /&gt;
I believe that my findings past this point are moderately useless, as there is no new or interesting information to provide.  ...not that necessarily anything I've posted has been new or original.  I've expanded the water source in the fortress slightly as it's grown, by digging down near the subterranean water and using a channel to connect the new tunnel and the existing water.  The resulting hole is then covered with floor to prevent......accidents.&lt;br /&gt;
&lt;br /&gt;
Oh, and as a side note, make a door in front of the impending hall and declare it &amp;amp;quot;tightly closed.&amp;amp;quot; Else you'll suffer from drowning puppies like I did.&lt;br /&gt;
&lt;br /&gt;
Well, I think I'm finished with this fortress; it's served its purpose, and the layout of it is making my OCD act up.  Perhaps I'll attempt to flood it a vast quantity of screw pumps connected to wind mills.  ..or I'll just keep cutting down trees and let the elves in.  *Grins*  We'll see how my traps and flood-rooms do against those pointy-eared pansies!&lt;br /&gt;
&lt;br /&gt;
--[[User:Eddie|Eddie]] 21:55, 6 July 2008 (EDT)&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rotten&amp;diff=131881</id>
		<title>Rotten</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rotten&amp;diff=131881"/>
		<updated>2010-11-17T22:36:43Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;A '''rotten''' item is a corpse, body part or an item of food that has spoiled, either from not being in a stockpile (if food) or just over time (if a corpse/body part).  It will create [[miasma]] if in an enclosed area.  &lt;br /&gt;
&lt;br /&gt;
Often a job in a [[kitchen]], [[still]] or [[farmer's workshop]] will be canceled with the announcement &amp;amp;quot;''...needs '''unrotten''' (item)''&amp;amp;quot;.  That doesn't mean you only have rotten ones, it means there is not an appropriate item that is available. Items that are [[forbid]]den, marked for [[dump]]ing, or that have no [[path]] will be disregarded for workshop tasks.&lt;br /&gt;
&lt;br /&gt;
Body parts of living dwarves may also be marked as &amp;amp;quot;rotten&amp;amp;quot;.  This has been observed to occur after exposure to the blood of certain forgotten beasts.  The afflicted body part produces miasma from time to time.&lt;br /&gt;
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		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Toady_One&amp;diff=131876</id>
		<title>Toady One</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Toady_One&amp;diff=131876"/>
		<updated>2010-11-17T22:35:52Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;'''Toady One''' (or just '''Toady''') is the nickname used by Tarn Adams, co-designer and programmer of Dwarf Fortress.  He can be reached at [http://www.bay12games.com/about.html About Bay 12 Games] or the [http://www.bay12games.com/forum/ Bay 12 Games Forum].&lt;br /&gt;
&lt;br /&gt;
Tarn Adams has a Ph.D in Mathematics from Stanford University.  His dissertation was entitled ''[http://math.stanford.edu/theses/tarn_thesis.pdf Flat Chains in Banach Spaces]''.&lt;br /&gt;
&lt;br /&gt;
In April 2009, Toady was adopted by [[Scamps]].&lt;br /&gt;
&lt;br /&gt;
The other designer is Zach Adams ([[ThreeToe]]), his older brother. &lt;br /&gt;
{{gamedata|[CREATURE:TOADY_ONE]&lt;br /&gt;
	[NAME:toady one:toady one:toady one]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
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 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
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	[MAXAGE:60:120]&lt;br /&gt;
	[SPEED:2900][NATURAL]&lt;br /&gt;
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	[MALE]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
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&amp;amp;lt;!-- THE BELOW WAS REMOVED BY ADMIN. PLEASE SEE TALK PAGE. DO *NOT* REPLACE IT WITHOUT ADMIN APPROVAL.  Thank you.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}== Early Life ==&lt;br /&gt;
Toady One was born on January 5th, 1981 in Anchorage, Alaska. There was a blizzard at the time of his birth, and he sustained crippling frostbite to both his feet almost immediately upon exiting the womb that debilitates him to this day. Because of his injuries, he was never an active or social child and had to stay indoors under the care of his mother, in a household with a severely [[alcohol|alcoholic]] father, who, in his drunken frenzies, strapped him to his chest as a meat shield while hunting [[wolf|wolves]] and [[carp]] with his decorative, and non-functional, hunting [[bow]] that often resulted in the beast being beat to death with it.&lt;br /&gt;
&lt;br /&gt;
By the time he was 10, he had already had multiple points on his body mangled from the wolf attacks. To his fortune, however, his father was killed in the great [[goblin|Eskimo]] [[Siege]] of 1992. This left him with many years to contemplate the meaning of life, developing a keen sense of logic.&lt;br /&gt;
&lt;br /&gt;
== College Years ==&lt;br /&gt;
When entering college, he quickly found a taste for programming. Alone and miserable in his dorm with his [[ThreeToe|abusive boyfriend]], he spent most of his time honing skills in software engineering and smoothing his ideas for [[Dwarf Fortress|a game with unimaginable brutality and carnage]].&lt;br /&gt;
&lt;br /&gt;
On the brink of [[insanity]], he was bailed out from [[Hidden Fun Stuff|the depths of hell]] in April 2009 by his now better half: [[Scamps]]. The two of them spent hours alone discussing what to implement in their life's work. Among these, in the excavated notes, were [[bridge|large crushing devices]], [[dwarf|alcoholic creatures which barely care for their children]], cinematic brawls, and other [[carp|bizarre, horrific aquatic creatures]].&lt;br /&gt;
&lt;br /&gt;
== Current Lifestyle ==&lt;br /&gt;
Little is known about Toady One, as he spends most of his time in his basement with Scamps. [[ThreeToe|His lover]] is sometimes rarely seen outside in the front yard, screaming in [[strange mood|pseudo-shakespearean language about various demands]] (such as chunks of rock, bins of cloth, and turtle parts). Very rarely, ThreeToe will even begin reading a history textbook, demanding that he will only stop if everything he says is imprinted on a [[Planepacked|limestone statue]]. However, after a few days, he passes out and presents the only opportunity in which Toady One may be seen: Dragging his dehydrated body back inside. Scamps remains elusive.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:TOADY_ONE]&lt;br /&gt;
	[NAME:toady one:toady one:toady one]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
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	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
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 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
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	[HOMEOTHERM:10067] &lt;br /&gt;
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	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
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[[Category:Game development]]--&amp;amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Music&amp;diff=131875</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Music&amp;diff=131875"/>
		<updated>2010-11-17T22:35:49Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;The in-game '''music''' is played on a 6-string guitar by [[Toady One]] himself.&lt;br /&gt;
Tabs to the game song have been provided by Toady One in [http://www.bay12games.com/forum/index.php?topic=651.0 this] thread on the Dwarf Fortress forum. A complete fan made tab by LoopyDood has been posted [http://www.bay12forums.com/smf/index.php?topic=54611.0 here.]&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress File Depot contains sevaral [http://dffd.wimbli.com/search.php?string=music&amp;amp;amp;id=  alternative sound packs]. Existing music is in .ogg format, replacing these files with your own music in .ogg format would allow your choice of music.&lt;br /&gt;
&lt;br /&gt;
Music can be turned off in the [[init.txt]] file, and the volume can be adjusted in the {{key|Esc}} menu.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]][[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
=[http://abesowybuda.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://abesowybuda.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Loosing&amp;diff=131874</id>
		<title>Loosing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Loosing&amp;diff=131874"/>
		<updated>2010-11-17T22:35:46Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[http://dictionary.reference.com/search?q=loosing Loosing] (pron. ''loo''-'''s'''ing)&lt;br /&gt;
:Present participle of the verb &amp;amp;quot;to loose,&amp;amp;quot; which means:&lt;br /&gt;
&lt;br /&gt;
:* &amp;amp;quot;chanting in the bathroom&amp;amp;quot; (cf. [http://en.wikipedia.org/wiki/Waterloo_%28ABBA_song%29])&lt;br /&gt;
:* &amp;amp;quot;freeing&amp;amp;quot;, as in &amp;amp;quot;setting loose&amp;amp;quot; (Loosing the hounds of war)&lt;br /&gt;
:* &amp;amp;quot;causing to be loose&amp;amp;quot; (Loosing a knot)&lt;br /&gt;
:* &amp;amp;quot;letting fly&amp;amp;quot; (Loosing an arrow)&lt;br /&gt;
:* &amp;amp;quot;making less strict&amp;amp;quot; (Loosening of trade restrictions)&lt;br /&gt;
&lt;br /&gt;
Compare the similar verb &amp;amp;quot;[http://dictionary.reference.com/search?q=loosening loosening].&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contrast with {{L|Losing}} (pron. ''loo''-'''z'''ing)&lt;br /&gt;
:Present participle of the verb &amp;amp;quot;to lose&amp;amp;quot;, which is the opposite of winning. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Please learn the difference.&lt;br /&gt;
&lt;br /&gt;
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=[http://evokuluh.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
----&lt;br /&gt;
=[http://evokuluh.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Goblinite&amp;diff=131873</id>
		<title>v0.34:Goblinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Goblinite&amp;diff=131873"/>
		<updated>2010-11-17T22:35:41Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;{{D for Dwarf}}&lt;br /&gt;
'''Goblinite''' is an important ore of [[iron]] (and sometimes [[copper]], [[bronze]], and [[silver]], depending on your version). Unlike other ores, goblinite is not restricted to any particular layer, though it is most often found on or near the surface. It occurs in [[Thief|small clusters]], which can sometimes be dealt with by a solitary dwarf with a [[pick]], and [[Ambush|veins]] and [[Siege|large clusters]] which require greater effort to yield. The discovery of a large vein of goblinite is cause for celebration, a holiday known as [[Goblin christmas]].&lt;br /&gt;
&lt;br /&gt;
Once the [[Combat|mining]] is complete, the goblinite can be [[Forbid|unforbidden]] and your dwarfs can carry it off to the [[stockpile]]. To yield the precious metal, each piece of ore must be designated for [[melt]]ing and processed at a [[smelter]]; the yield is typically less than that of normal ores of iron and copper, but can be an important resource in a particularly metal-poor location ([[glacier]], [[desert]], etc.) provided you have sufficient [[fuel]]. Many [[caravans]] prize raw goblinite, along with its attendant wrappings.&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
=[http://agumadyfu.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://agumadyfu.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Presentation_arc&amp;diff=131872</id>
		<title>Presentation arc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Presentation_arc&amp;diff=131872"/>
		<updated>2010-11-17T22:35:33Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Presentation arc''' will allow more people to get in to the game. It includes, ''&amp;quot;A cleaner interface and more interface and display options [that] will make the game more accessible. Better support for translations.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
To many people, Dwarf Fortress is a very difficult game to conceptualize and comprehend. The game's ASCII graphics can be bewildering to gamers who are used to playing 3D games. The complicated menus, depth of gameplay, and things to build can become overwhelming enough for a person to quit trying to figure it all out. Therefore, [[Toady One]] has comprised a list of core items, required items, and bloats for the presentation arc that would ease this and streamline the game. This includes having more sounds, (Core21), tile-set support for graphics, (Core50), a sizable game window, (Core51), an interface overhaul, (Core52), as well as many other things that would make Dwarf Fortress more accessible to new players.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;== Sizable game window ==&lt;br /&gt;
On August 9th 2008 Dwarf fortress version v0.28.181.39f was released with the functionality that allowed a basic expansion of the 80x25 grid.&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
=[http://ekigexed.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ekigexed.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Development arc]]&lt;br /&gt;
[[Category:Arcs]]&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.bay12games.com/support.html http://www.bay12games.com/support.html]&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=131870</id>
		<title>Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armok&amp;diff=131870"/>
		<updated>2010-11-17T22:35:25Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:17, 8 June 2010 (UTC)}}Armok is the name of the mythical god in Dwarf Fortress, of whom the game is loosely based around, if only in Lore. Armok is also the god of {{l|Blood}} in the world of Dwarf Fortress. However, there are no records of dwarf's naming Armok as their deity.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;==Name Origin==&lt;br /&gt;
&lt;br /&gt;
The name of the Dwarven God comes from the variable &amp;amp;quot;arm_ok&amp;amp;quot;, which is from {{l|Toady One|Tarn Adams}}'s fantasy game, Dragslay (an early precursor of {{l|Dwarf Fortress}}). The variable was used to count the number of arms left, for inventory purposes. ([http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=2 Source])&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
=[http://oluhefomaj.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://oluhefomaj.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=131869</id>
		<title>Urist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=131869"/>
		<updated>2010-11-17T22:35:22Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{D_for_Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The first name &amp;amp;quot;'''Urist'''&amp;amp;quot; is generally accepted in the DF community as &amp;amp;quot;the&amp;amp;quot; generic dwarven name, and often used as a reference name if someone talks about a dwarf and doesn't have (or want to bother with) an actual name.  This name is often, if not always, linked with a last name of 'Mc______', that includes some trait or his job. &lt;br /&gt;
&lt;br /&gt;
For Example:&lt;br /&gt;
:Urist Mc[[Miner]] can't find his [[pick]]!&lt;br /&gt;
:It's time for Urist McUseless[[Nobles|Noble]] to have an [[unfortunate accident]].&lt;br /&gt;
:Urist McStupid [[Dodging|dodge]]d into the [[magma]].&lt;br /&gt;
&lt;br /&gt;
Urist is the dwarvish word for &amp;amp;quot;dagger&amp;amp;quot;. Which is a misnomer really, dwarves aren't that sharp...&lt;br /&gt;
&lt;br /&gt;
The origin of the name's popularity seems to be the tale &amp;amp;quot;[http://www.bay12games.com/forum/index.php?topic=15572.0 One Dwarf Against the World],&amp;amp;quot; a well-received narrative style account of a hermit fortress played in the 2D version.  That dwarf's full name was Urist Borushdumat (Raked-Roughness). Despite that dwarf having been female, the name is used for either gender of generic dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Urist''' is also the tongue-in-cheek term for the [[temperature]] units used by ToadyOne in DF. It has since been adopted by players, and has expanded to be a unit of measurement for any dwarven measuring system.&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
=[http://avanubezagi.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://avanubezagi.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Troubleshooting&amp;diff=131867</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Troubleshooting&amp;diff=131867"/>
		<updated>2010-11-17T22:35:08Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress has only one person writing its code. There's a lot of it, and a lot that is quite new, so it's unfortunately inevitable that some imperfections creep in. The game itself, while not particularly &amp;quot;hard&amp;quot; in the traditional sense (especially the later versions), is complex, and it's easy to become confused.&lt;br /&gt;
&lt;br /&gt;
This page exists so that when you run into the above, you can come here and hopefully solve your problem. Ain't that neat? Yeah, we people are cool like that on this wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;== What? How? Why? (FAQ) ==&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://anyvowel.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://anyvowel.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Was that... Supposed to happen? ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, DF is not immune to bugs in the code. Some can be quite prominent. While Toady fixes them as fast as he can, you might find some workarounds on the [[DF2010:Known bugs and issues|known bugs]] page.&lt;br /&gt;
&lt;br /&gt;
== This page can't help me! ==&lt;br /&gt;
&lt;br /&gt;
Not to worry, there's plenty of DF players out there- often they'll gladly help you figure out your particular daunting dwarvish dilemma. Remember to be polite and searching for previously answered questions (when applicable).&lt;br /&gt;
&lt;br /&gt;
Forums:&lt;br /&gt;
*[http://www.bay12games.com/forum/index.php Official Forums] &lt;br /&gt;
*[http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread] &lt;br /&gt;
*[http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread]&lt;br /&gt;
*[http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread]&lt;br /&gt;
*[http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread]&lt;br /&gt;
*[http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion]&lt;br /&gt;
*[http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread]&lt;br /&gt;
*[http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread]&lt;br /&gt;
*[http://www.reddit.com/r/dwarffortress/ Reddit]&lt;br /&gt;
*[http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful]&lt;br /&gt;
*[http://www.xspore.com/community/dwarf-fortress/ xSpore]&lt;br /&gt;
*[http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica]&lt;br /&gt;
*[http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread]&lt;br /&gt;
*[http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread]&lt;br /&gt;
*[http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum]&lt;br /&gt;
*[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)]&lt;br /&gt;
*[http://dwarf.forumczech.com/forum.htm Ceske a slovenské forum (cz/sk)]&lt;br /&gt;
*[http://www.dwarffortressforum.de Das deutsche Dwarf Fortress Forum]&lt;br /&gt;
&lt;br /&gt;
[[IRC|IRC Channels]]:&lt;br /&gt;
*[irc://irc.newnet.net/bay12games #bay12games] on newnet.net&lt;br /&gt;
*[irc://irc.synirc.net/df #df] on synirc.net&lt;br /&gt;
*[irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org&lt;br /&gt;
*[irc://irc.tellaerad.net/DF #DF] on tellaerad.net&lt;br /&gt;
*[irc://irc.rizon.net/brofortress #brofortress] on rizon.net&lt;br /&gt;
&lt;br /&gt;
Other Wikis:&lt;br /&gt;
*[http://www.dwarffortress.fr/wiki Le Wiki Français ]&lt;br /&gt;
*[http://dwarffortress.if.land.to/ The Japanese (????) Wiki ]&lt;br /&gt;
*[http://www.dfwk.ru The Russian Wiki ]&lt;br /&gt;
*[[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=IRC&amp;diff=131866</id>
		<title>IRC</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=IRC&amp;diff=131866"/>
		<updated>2010-11-17T22:35:03Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:22, 8 August 2010 (UTC)}}&lt;br /&gt;
&amp;gt;== About IRC ==&lt;br /&gt;
&lt;br /&gt;
The abbreviation IRC stands for Internet Relay Chat, a form of chat protocol. It is a text based communication method for multiple users at once. IRC networks are usually free to use by anyone and do not require any form of registration, only a nickname has to be set prior to connecting. The actual chatting takes place in channels which can usually be created or joined by any user.&lt;br /&gt;
&lt;br /&gt;
The common way to connect to the networks is to use special IRC-Clients such as [http://www.mirc.com mIRC] (shareware, waiting time at startup) or [http://www.xchat.org XChat] (freeware), but also many multiprotocol messengers like [http://www.miranda-im.org Miranda IM] or [http://www.trillian.im Trillian] or web browsers such as [http://www.opera.com Opera] support the IRC protocol. Another quick way to join the networks are using Java-based clients that can be used from any internet browser. For more information on how to use these programs to connect to an IRC network a quick internet-search usually results in many helpful tutorials. For more general information on IRC visit [http://en.wikipedia.org/wiki/Internet_Relay_Chat].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://ykepuqy.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ykepuqy.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to use IRC ==&lt;br /&gt;
&lt;br /&gt;
The currently most used IRC channels for Dwarf Fortress as of March 2010 are [irc://irc.newnet.net/bay12games #bay12games] on irc.newnet.net with around 90-110 users at any time ([http://irc2go.com/webchat/?net=NewNet&amp;amp;room=bay12games&amp;amp;nick=&amp;amp;name=Dwarf+Fortress+Wiki+User webchat]), [irc://irc.quakenet.org/dwarffortress #dwarffortress] on irc.quakenet.org with 80-90 users ([http://irc2go.com/webchat/?net=QuakeNet&amp;amp;room=dwarffortress&amp;amp;nick=&amp;amp;name=Dwarf+Fortress+Wiki+User webchat]) and [irc://irc.synirc.net #df] on irc.synirc.net with 40-50 users ([http://irc2go.com/webchat/?net=synIRC&amp;amp;room=df&amp;amp;nick=&amp;amp;name=Dwarf+Fortress+Wiki+User webchat]).&lt;br /&gt;
&lt;br /&gt;
Users with an @ in front of their name and staying at the top of the nick list are operators, they have to power to kick or ban misbehaving users. Any chat input that begins with a / is considere a special commands that is not sent to other users. &lt;br /&gt;
&lt;br /&gt;
The most commonly used commands are:&lt;br /&gt;
&lt;br /&gt;
 /nick &amp;lt;newnick&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to change your current nickname to the specified new nickname, provided that it is not used by another user.&lt;br /&gt;
&lt;br /&gt;
 /join #channelname&lt;br /&gt;
&lt;br /&gt;
to join a new channel on the current network. If there are no users on the specified channel it will be created.&lt;br /&gt;
&lt;br /&gt;
 /query &amp;lt;nickname&amp;gt;&lt;br /&gt;
 OR&lt;br /&gt;
 /msg &amp;lt;nickname&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to open a private communication window with the specified user or directly send a message without opening the window.&lt;br /&gt;
&lt;br /&gt;
== Some helpful hints about using IRC ==&lt;br /&gt;
&lt;br /&gt;
* A double-click on a nickname will open the query window (private chat) with the user on most client programs.&lt;br /&gt;
* Typing the beginning characters of a nickname and pressing Tab will autocomplete the nickname on most client programs. If there are multiple possible nicks cycle them with Tab.&lt;br /&gt;
* It is possible to connect to multiple networks at the same time. For mIRC the command to use is /server -m &amp;lt;server address&amp;gt;.&lt;br /&gt;
* Activating message timestamps in the options helps a lot for following the conversation.&lt;br /&gt;
* There are many good IRC tutorials available on the internet, just search for them.&lt;br /&gt;
* Most of the users online at any given time are idle or away from their computers. After you ask a question, be prepared to wait in excess of an hour for a response. This doesn't mean you're being ignored, its just a quirk of IRC. &lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=131865</id>
		<title>Bloodline:Boatmurdered</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&amp;diff=131865"/>
		<updated>2010-11-17T22:34:36Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;'''Boatmurdered''' was a [[succession game]] of Dwarf Fortress on the Something Awful forums from 2007. From this spawned an epic tale, incorporating hordes of belligerent [[23a:elephant|elephant]]s, floods of biblical proportions, flaming [[23a:dog|puppies]], and more hilarious pranks.  After many goblin raiders and elven traders were fried with floods of lava, there was a brief period of tranquility.  Then one of the last few dwarves went mad and slaughtered the others.  While on fire.  To be fair, he'd given plenty of warnings that he was becoming unhinged, with all of those carvings depicting dwarves on fire, elephants killing dwarves, and a carving of a carving of cheese.  How many other fortresses manage to create artifact caskets?&lt;br /&gt;
&lt;br /&gt;
The entire saga can be read [http://lparchive.org/LetsPlay/Boatmurdered/intro.html here]. As the editor says, the madness surrounding Boatmurdered speaks for itself. (warning, explicit language)&lt;br /&gt;
&lt;br /&gt;
[[Category:Bloodline Games]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://yqowoka.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://yqowoka.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Scamps&amp;diff=131864</id>
		<title>Scamps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Scamps&amp;diff=131864"/>
		<updated>2010-11-17T22:34:33Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Scamps|symbol=c|color=0:0:1|bones=2|fat=1|skin=Yes|skulls=1|chunks=2|meat=2|biome= Any Land|wiki=no}}&lt;br /&gt;
[[Image:Scamps.png|thumb|left|An engraving of a Scamps and a shoe by the Toady One. All the craftsdwarfship is of the highest quality. Scamps is striking a menacing pose. The shoe is making a plaintive gesture.&lt;br /&gt;
&lt;br /&gt;
The artwork relates to the mortal wounding of the shoe by Scamps in the late Spring of 09 during the umpteenth attempted siege of the living room by shoes.]]&lt;br /&gt;
&lt;br /&gt;
'''Scamps''' is the [[pet]] [[cat]] who adopted the [[Toady One]]. Scamps is useful for preventing unhappy [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
Scamps is not a traditional megabeast. Scamps adopts his victim while he is a kitten. When Scamps hits adulthood, he will slash the victim's throat and drink its blood, which will turn Scamps back into a kitten, similar to a Fountain of Youth.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:SCAMPS]&lt;br /&gt;
	[NAME:Scamps:Scamps:cat]&lt;br /&gt;
	[TILE:'c'][COLOR:0:0:1]&lt;br /&gt;
	[VERMINHUNTER]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[CARNIVORE][NATURAL][PET]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MEGABEAST][BENIGN]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[PREFSTRING:legendary owner]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:2]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:scampling:scamplings]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://icudiqi.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
----&lt;br /&gt;
=[http://icudiqi.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Army_arc&amp;diff=131862</id>
		<title>Army arc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Army_arc&amp;diff=131862"/>
		<updated>2010-11-17T22:34:20Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Army Arc's basic purpose is to make it so Dwarf Fortresses can send armies and patrols out into the world to scout, and to attack sites and civilizations, as well as to make it so other armies attack each other and you in real-time battles without any scripted sieges or triggers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;==Army Arc==&lt;br /&gt;
The Army Arc is the current project in the on-going development of Dwarf Fortress. [[Toady One]] officially began work on it February 28th 2008.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://unafivoteb.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://unafivoteb.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Arc Release 1==&lt;br /&gt;
These are the ten stages that the first Army arc release underwent:&lt;br /&gt;
*'''Stage 1:''' Dynamic names for eras to reflect what's going on in the world. '''''(Began February 28th- Done March 3rd)'''''&lt;br /&gt;
*'''Stage 2:''' Specify further how civilizations claim territory so that their settlements don't interlace so much. '''''(Began March 4th- Done March 6th)'''''&lt;br /&gt;
*'''Stage 3:''' Expand the unit types used by citizens in world generation beyond &amp;quot;peasant&amp;quot; and &amp;quot;guard&amp;quot;. ('''''Began March 8th- Done March 12th)'''''&lt;br /&gt;
*'''Stage 4:''' Have roads spring up between sites and within sites. '''''(Began March 14th- Suspended March 21st- Resumed June 11th Done June 20th)'''''&lt;br /&gt;
*'''Stage 5:''' Set up the historical framework for wars/battles as nested historical events. '''''(Began March 22nd- Done March 25th)'''''&lt;br /&gt;
*'''Stage 6:''' Handle world gen wars and very basic diplomacy based on territory/ruler personality/religion. ('''''Began March 29th- Done May 21st''''')&lt;br /&gt;
*'''Stage 7:''' Handle some specific army storage issues. ('''''Began May 21st- Done May 22nd''''')&lt;br /&gt;
*'''Stage 8:''' Let (Semi)Mega-beasts join in the fun. ('''''Began May 23rd- Done June 2nd''''')&lt;br /&gt;
*'''Stage 9:''' Take a look at the migrants that used to exist. ('''''Began June 3rd- Done June 4th''''')&lt;br /&gt;
*'''Stage 10:''' Handle Core47 (cleaning excess historical figures) settings. ('''''Began June 5th- Done June 11th''''')&lt;br /&gt;
&lt;br /&gt;
June 20th to July 12th - Bug fixes and tweaks.&lt;br /&gt;
July 13th - Version 0.28.181.39a Released!&lt;br /&gt;
&lt;br /&gt;
== Next Releases ==&lt;br /&gt;
While in development for the first release of the Army arc, the 'Future of the Fortress' notes had a linear schedule of releases. This no longer exists in favour of a list of the most pertinent dev items in the hope of frequent releases.&lt;br /&gt;
&lt;br /&gt;
Here is a copy of what used to be planned:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Release 2: Wars between civilizations, life cycle actions like birth/old age deaths and ruler succession throughout the world will occur during regular play involving fleshed-out units rather than simple historical figures. Battles can occur while an adventurer is present, even if the adventurer can't explicitly take sides.&lt;br /&gt;
&lt;br /&gt;
''Release 3: Armies that are generated during sieges in dwarf mode will be replaced by actual armies from the relevant civilizations.&lt;br /&gt;
&lt;br /&gt;
''There will be subsequent releases after this that will let you raise armies in dwarf mode and use them on the world map.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Development arc]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.bay12games.com/dwarves/dev_now.html ''Latest Developments of Dwarf Fortress'']&lt;br /&gt;
* [http://www.bay12games.com/dwarves/dev_next.html ''Army Arc in the Future of the Fortress'']&lt;br /&gt;
* [http://www.bay12games.com/dwarves/dev_v1.html ''Listed Dwarf Fortress Arcs'']&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[Category:Arcs]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Screenshot&amp;diff=131861</id>
		<title>Screenshot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Screenshot&amp;diff=131861"/>
		<updated>2010-11-17T22:33:31Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These instructions explain how to create a '''screenshot''' to save or post on a wiki, forum, or elsewhere.&lt;br /&gt;
&lt;br /&gt;
For the Dwarf Fortress wiki, all images on public pages should meet several criteria, as stated by this wiki's [[rules]]:&lt;br /&gt;
&lt;br /&gt;
:# Please use one of the two '''standard''' graphics displays (either the [[Character table|ASCII]] or the included tileset), ''and'' the '''default [[color scheme]]''', '''not''' a [[Tileset repository|custom graphics tileset]] or creative personal color scheme that players may not recognize.  For User pages, bloodline games or other &amp;quot;personal&amp;quot; use, use what works for you, no problemo.&lt;br /&gt;
:# All images should be in '''.png''' format (rather than .jpg or .bmp).  (Conversion is explained below.)  Any images ''not'' in .png format are subject to deletion.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;gt;== Capturing the image  ==&lt;br /&gt;
# Make the screen look how you want it - centered, open programs, etc. A screenshot will be wysiwyg, exactly what's shown on your monitor or in the active window (unless you [[Screenshot#Edit_the_image|edit the image]], which is not hard).&lt;br /&gt;
The next step depends on your operating system.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
# Make sure your Dwarf Fortress window has the focus.&lt;br /&gt;
# Press {{k|Alt}}+{{k|Print Screen}} to capture the active window. The image will be placed in your operating system clipboard.&lt;br /&gt;
#* If you want to capture the whole screen, press {{k|Print Screen}} instead.&lt;br /&gt;
# Open your image editor (usually MSPaint).&lt;br /&gt;
# Press {{k|Ctrl}}+{{k|v}} to paste the saved screenshot into paint.&lt;br /&gt;
#* You now have a bitmap of the screenshot.  You can edit this as with any bitmap in paint. (Handy for circling key areas, adding arrows, blacking out personal/private info, cropping, whatever.)&lt;br /&gt;
# Under &amp;amp;lt;File&amp;amp;gt;, select &amp;amp;lt;Save As...&amp;amp;gt;, and save your image as a .PNG file. (The wiki [[rules]] specify PNG rather than another format like JPEG.)&lt;br /&gt;
&lt;br /&gt;
=== MacOS ===&lt;br /&gt;
# Press {{k|Command}}+{{k|Shift}}+{{k|4}}; the mouse cursor will turn into a crosshair.&lt;br /&gt;
# Press {{k|Space}} to turn the mouse cursor into a camera icon.&lt;br /&gt;
# Click on the window you want to capture.&lt;br /&gt;
#* A new PNG file appears on your desktop, which you can rename and upload.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://ypasavure.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ypasavure.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding an image to the wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Upload to a new File: page ===&lt;br /&gt;
First, your image needs to be uploaded to a simple wiki page that exists solely to contain your image.&lt;br /&gt;
# Give the file on your PC a ''unique and meaningful name'' (as per the [[rules]]). &amp;quot;7dwarves&amp;quot;, &amp;quot;my fort&amp;quot; or &amp;quot;screenshot&amp;quot; probably aren't good choices!&lt;br /&gt;
# In the lower left sidebar of any wiki page, in the lower section marked &amp;quot;toolbox&amp;quot;, click '''[[Special:Upload|Upload file]]'''. &lt;br /&gt;
# On the file upload page, use the '''Choose file''' button to select your file.&lt;br /&gt;
# It is considerate to fill in the '''Summary''' field with either a short description or the same text you might include under the image in your article.&lt;br /&gt;
# Click the '''Upload file''' button. This creates a new page in the wiki containing your file, using your file name.&lt;br /&gt;
&lt;br /&gt;
=== Add to an article ===&lt;br /&gt;
Once your image is uploaded to a File: page, you can edit other pages to add it to them.&lt;br /&gt;
# Copy the image's name, which is the page name ''minus'' the first word, &amp;quot;File:&amp;quot;.&lt;br /&gt;
#* If the image is on page [[:File:Copper_strike.PNG]], you want ''only'' '''Copper_strike.PNG'''.&lt;br /&gt;
# Go to the article where you want the image to appear and click '''edit'''.&lt;br /&gt;
# Add the name in double brackets, the same as creating any wiki active link, with the word &amp;quot;Image:&amp;quot;, at the front of the image file name. Using just the file name gives the image as it was saved, so adding '''&amp;lt;nowiki&amp;gt;[[Image:Copper_strike.PNG]]&amp;lt;/nowiki&amp;gt;''' to a wiki page gives this: &amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Copper_strike.PNG]] &amp;lt;br/&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
That is the actual file, actual size.&lt;br /&gt;
# Click '''Show preview''' to make sure the layout &amp;lt;!--, sizing, caption and overall presentation are--&amp;gt;is to your satisfaction.&lt;br /&gt;
# Click '''Save''' to commit your changes.&lt;br /&gt;
&lt;br /&gt;
=== Advanced layout ===&lt;br /&gt;
You can modify the appearance of your image in the wiki by adding [http://www.mediawiki.org/wiki/Help:Images additional options] after the file name, with pipes ( | ) between them.  The most useful options are:&lt;br /&gt;
; Thumbnail : &amp;quot;thumb&amp;quot; reduces the file size, making it fit in a wiki article better.  Clicking the thumbnail image takes the reader to the actual file page with the full-size image.&lt;br /&gt;
; Size : You can specify the size of the thumbnail by designating the maximum width in pixels, such as &amp;quot;150px&amp;quot; or &amp;quot;300px&amp;quot;.&lt;br /&gt;
; Alignment : &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot; of text (default is centered above/below.)&lt;br /&gt;
; Caption : adds comments below the image.  All wiki editing tags can be used.  No tag is needed, just a final pipe ( | ) and the text.&lt;br /&gt;
[[Image:Copper_strike.PNG|thumb|right|200px|''(click to enlarge)''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Copper Strike'''&amp;lt;br /&amp;gt;This dwarf has struck copper.]]&lt;br /&gt;
For example, if we type this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[Image:Copper_strike.PNG|thumb|right|200px|''(click to enlarge)''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Copper Strike'''&amp;lt;br /&amp;gt;This dwarf has struck copper.]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
We get an image that is (as shown to the right):&lt;br /&gt;
* '''thumb'''nailed to a smaller size (click to enlarge)&lt;br /&gt;
* Aligned '''right'''&lt;br /&gt;
* Sized to '''200''' pixels max ''(width or height, which hits that limit first)''&lt;br /&gt;
* &amp;amp; labeled with that exact text below it, including formatting and line breaks&lt;br /&gt;
&lt;br /&gt;
== Posting an image in a forum ==&lt;br /&gt;
To post an image in a forum on the web takes a little more work, but the steps are parallel to the above.&lt;br /&gt;
# Create the file as above.&lt;br /&gt;
# You have to '''host''' it somewhere.  There are many good free web-hosts available; do a web search for &amp;quot;image hosting&amp;quot; and you'll find all you need (and will probably recognize a few).  Follow the instructions to upload the image - should be generally similar to the '''Upload file''' steps for the wiki, above.&lt;br /&gt;
#:''(If you find an image on the web, it's possible to right-click and, in &amp;quot;properties&amp;quot;, get the address there and use that as the hosted image.  However, this is unreliable - if that image gets removed or that page changed, you can lose your link, and some sites prevent such linking.  Uploading your own copy of an image to your own hosting site account is the only reliable method.)&lt;br /&gt;
#* Note - Do '''not''' use this wiki to host images for linking on the forum or web - that is against the Terms of Use of most wikis, including this one.&lt;br /&gt;
# Once you have it hosted, copy the name - it will usually be something like &lt;br /&gt;
#: &amp;lt;nowiki&amp;gt;http://www.freeimagehostingsite.com/albums/blah/blah/blah/myimage.jpg&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
# Each forum or bulletin board uses slightly different code; the [http://www.bay12games.com/forum/index.php DF/Bay12 games forum] uses:&lt;br /&gt;
#: '''&amp;lt;nowiki&amp;gt;[img]&amp;lt;/nowiki&amp;gt;'''&amp;lt;nowiki&amp;gt;http://www.freeimagehostingsite.com/albums/blah/blah/blah/myimage.jpg&amp;lt;/nowiki&amp;gt;'''&amp;lt;nowiki&amp;gt;[/img]&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
#* ''(To see the code that a different forum uses, find a post with an image in it and click '''quote''' - you should be able to see the coding that precedes and follows the file URL/address (the &amp;lt;nowiki&amp;gt;&amp;quot;http://...etc etc&amp;quot;&amp;lt;/nowiki&amp;gt; part).  You can copy that, paste it into your post, and then replace that file name with your hosted image file name - done.)&lt;br /&gt;
# Use '''preview''' to make sure it looks right, and then post.&lt;br /&gt;
&lt;br /&gt;
==Edit the image==&lt;br /&gt;
Use any image editor - MS Paint is common on Windows systems.&lt;br /&gt;
&lt;br /&gt;
Open the image, edit as you prefer (adding text, circles, arrows, or cropping for size), and then save - maybe to a slightly different file name, so your original isn't corrupted - just in case.&lt;br /&gt;
&lt;br /&gt;
Pro Tip: ''First'', make a copy of the image and give ''that'' the new name - then open and edit ''that'' file. Then, when you hit {{k|Ctl}} + {{k|s}} out of habit, you'll be saving to that file name, not over the original.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Morul&amp;diff=131860</id>
		<title>Morul</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Morul&amp;diff=131860"/>
		<updated>2010-11-17T22:33:16Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
'''Morul Cattenmat, the Most Interesting Dwarf in the World''', is the result of forum-user Martin's quest to create the most interesting [[dwarf]] in history. Morul was created with the singular intent to get him to [[Legendary]] in every [[skill]] possible in [[Fortress Mode]]. Doing almost all of the work himself, Morul progressed from a simple dwarf with the near-useless [[Fish dissector|Fish Dissector]] and [[Animal Dissector]] skills into a demigod of epic proportions, capable of singlehandedly wiping out entire [[sieges]] of size 25/damblock 50 orcs all by himself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;== Skill History ==&lt;br /&gt;
&lt;br /&gt;
As of January 12, 2010, Morul has reached Legendary status in 71 skills and is now considered &amp;amp;quot;complete&amp;amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Labor (52)===&lt;br /&gt;
* 18th Moonstone, 202, Early Winter - Miner&lt;br /&gt;
* 19th Limestone, 206, Early Autumn - Woodcutter&lt;br /&gt;
* 27th Granite, 207, Early Spring - Appraiser&lt;br /&gt;
* 9th Sandstone, 207, Mid-Autumn - Bone Carver&lt;br /&gt;
* 11th Granite, 208, Early Spring - Furnace Operator&lt;br /&gt;
* 27th Opal, 208, Mid Winter - Engraver&lt;br /&gt;
* 5th Granite, 209, Early Spring - Carpenter&lt;br /&gt;
* 24th Timber, 209, Late Autumn - Mason&lt;br /&gt;
* 13th Opal, 209, Mid-Winter - Weaver&lt;br /&gt;
* 14th Obsidian, 209, Late Winter - Dyer&lt;br /&gt;
* 12th Granite, 210, Early Spring - Clothier&lt;br /&gt;
* 2nd Hematite, 211, Early Summer - Miller&lt;br /&gt;
* 10th Sandstone, 211, Mid-Autumn - Bowyer&lt;br /&gt;
* 26th Sandstone, 211, Mid-Autumn - Cook&lt;br /&gt;
* 20th Felsite, 212, Late Spring - Brewer&lt;br /&gt;
* 12th Limestone, 214, Early Autumn - Milker&lt;br /&gt;
* 12th Limestone, 214, Early Autumn - Cheese Maker&lt;br /&gt;
* 13th Timber, 214, Late Autumn - Thresher&lt;br /&gt;
* 13th Obsidian, 214, Late Winter - Trapper&lt;br /&gt;
* 23rd Felsite, 215, Late Spring - Metalsmith&lt;br /&gt;
* 6th Opal, 215, Mid-Winter - Glassmaker&lt;br /&gt;
* 5th Sandstone, 216, Mid-Autumn - Wood Burning&lt;br /&gt;
* 12th Timber, 216, Late Autumn - Animal Dissector&lt;br /&gt;
* 13th Granite, 217, Early Spring - Lye Maker&lt;br /&gt;
* 25th Malachite, 217, Mid-Summer - Potash Maker&lt;br /&gt;
* 8th Sandstone, 217, Mid-Autumn - Siege Operator&lt;br /&gt;
* 27th Timber, 217, Late Autumn - Leatherworker&lt;br /&gt;
* 25th Hematite, 218, Early Summer - Animal Training&lt;br /&gt;
* 21st Sandstone, 218, Mid-Autumn - Tanning&lt;br /&gt;
* 27th Sandstone, 218, Mid-Autumn - Butcher&lt;br /&gt;
* 18th Granite, 219, Early Spring - Gem Cutter&lt;br /&gt;
* 23rd Felsite, 219, Late Spring - Mechanic&lt;br /&gt;
* 4th Limestone, 219, Early Autumn - Stonecrafter&lt;br /&gt;
* 26th Hematite, 221, Early Summer - Siege Engineer&lt;br /&gt;
* 24th Slate, 222, Mid-Spring - Ambusher&lt;br /&gt;
* 19th Limestone, 222, Early Autumn - Herbalist&lt;br /&gt;
* 26th Sandstone, 222, Mid-Autumn - Gem Setter&lt;br /&gt;
* 14th Galena, 225, Late Summer - Fishing&lt;br /&gt;
* 14th Sandstone, 225, Mid-Autumn - Fish Cleaning&lt;br /&gt;
* 12th Malachite, 226, Mid-Summer - Grower&lt;br /&gt;
* 21st Hematite, 227, Early Summer - Architect&lt;br /&gt;
* 3rd Malachite, 227, Mid-Summer - Soap Making&lt;br /&gt;
* 15th Limestone, 227, Early Autumn - Organizer&lt;br /&gt;
* 14th Felsite, 228, Late Spring - Fish Dissector&lt;br /&gt;
* 5th Hematite, 228, Early Summer - Animal Care&lt;br /&gt;
* 26th Hematite, 228, Early Summer - Pump Operating&lt;br /&gt;
* 6th Galena, 228, Late Summer - Armorsmith&lt;br /&gt;
* 1st Moonstone, 228, Early Winter - Weaponsmith&lt;br /&gt;
* 1st Hematite, 229, Early Summer - Woodcrafter&lt;br /&gt;
* 27th Galena, 229, Late Summer - Metalcrafter&lt;br /&gt;
* 2nd Galena, 230, Late Summer - Strand Extracting&lt;br /&gt;
* 9th Malachite, 231, Mid-Summer - Record Keeper&lt;br /&gt;
&lt;br /&gt;
===Social (9)===&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Consoler&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Negotiator&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Intimidator&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Persuader&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Judge of Intent&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Pacifier&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Comedian&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Conversationalist&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Flatterer&lt;br /&gt;
&lt;br /&gt;
===Military (10)===&lt;br /&gt;
* 11th Hematite, 234, Early Summer - Swimmer&lt;br /&gt;
* 26th Moonstone, 235, Early Winter - Marksdwarf&lt;br /&gt;
* 15th Limestone, 235, Early Autumn - Wrestler&lt;br /&gt;
* 1st Limestone, 236, Early Autumn - Shield User&lt;br /&gt;
* 28th Sandstone, 238, Late Autumn - Armor User&lt;br /&gt;
* 7th Felsite, 241, Late Spring - Macedwarf&lt;br /&gt;
* 21st Opal, 246, Mid-Winter - Hammerdwarf&lt;br /&gt;
* 27th Limestone, 252, Early Autumn - Axedwarf&lt;br /&gt;
* 15th Granite, 255, Early Spring - Speardwarf&lt;br /&gt;
* 27th Opal, 263, Mid-Winter - Swordsdwarf&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://ytunujymyq.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ytunujymyq.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Current stats==&lt;br /&gt;
* 1,839,071 xp&lt;br /&gt;
* Wrestler 56 3048/6100&lt;br /&gt;
* Shield User 54 3456/5900&lt;br /&gt;
* Armor User 43 136/4800&lt;br /&gt;
* Axeman 15 383/2000&lt;br /&gt;
&lt;br /&gt;
Str: 27, Agi 27, Tough 28&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=34933.0 Forum topic]&lt;br /&gt;
* [http://ablindorphan.deviantart.com/art/And-the-Morul-of-the-story-is-127571600 Morul: The tribute animation]&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Game_development&amp;diff=131859</id>
		<title>Game development</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Game_development&amp;diff=131859"/>
		<updated>2010-11-17T22:32:25Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}Dwarf Fortress is always in development. [[Toady One]] (Tarn Adams), helped by his brother [[ThreeToe]], spends most of his time improving the game, fixing bugs or adding new features.&lt;br /&gt;
&lt;br /&gt;
The main site has a [http://www.bay12games.com/dwarves/dev.html whole page] on the development cycle of Dwarf Fortress. There's multiple complex lists, with various terms used. This page is made to explain the development cycle of DF.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;== Dev pages ==&lt;br /&gt;
&lt;br /&gt;
There's several pages resuming [http://dffd.wimbli.com/file.php?id=2307 the projected features] of the game : &lt;br /&gt;
&lt;br /&gt;
=== Dev ===&lt;br /&gt;
&lt;br /&gt;
The currently official development page.There are Toady's next to do goals.It implies of various ideas, divided in various categories, about how to improve the game, mainly composed of adventure mode ideas.Any other Dev pages(exeept for dev_now) are obsolete right now.&lt;br /&gt;
&lt;br /&gt;
=== Dev_Single ===&lt;br /&gt;
&lt;br /&gt;
Dev_single is a consolidated page which include every planned feature in the game. Needless to say, this page is subject to modification, as older goals are accomplished or became irrelevant. &lt;br /&gt;
&lt;br /&gt;
=== Dev_Future ===&lt;br /&gt;
&lt;br /&gt;
Dev_Future list all the far-future goals, which would be initiated only after the version 1 of the game, which will be finished in several years at least.&lt;br /&gt;
&lt;br /&gt;
=== Dev_V1 ===&lt;br /&gt;
&lt;br /&gt;
Dev_V1 lists every feature that must be implemented before the game can be considered &amp;amp;quot;version 1&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dev_Next ===&lt;br /&gt;
&lt;br /&gt;
Dev_Next is what Toady is currently working on. This part is cut into &amp;amp;quot;Updates&amp;amp;quot;, which will be released separately.&lt;br /&gt;
&lt;br /&gt;
=== Dev_Now === &lt;br /&gt;
&lt;br /&gt;
The nearly daily dev log is writted on [http://www.bay12games.com/dwarves/index.html Dev_Now]. Here, Toady describes his progress on the current update.&lt;br /&gt;
&lt;br /&gt;
=== Dev pages hierarchy ===&lt;br /&gt;
&lt;br /&gt;
You can see how dev pages are related with this simple chart : &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 |=======================================Dev===================================|&lt;br /&gt;
 |====================================Dev_single===============================|&lt;br /&gt;
 |=====================Dev_V1=====================|==========Dev_Future========|&lt;br /&gt;
 |================Dev_Next=================|&lt;br /&gt;
 |===Update1===|===Update2===|===Update3===|&lt;br /&gt;
 |=Dev_Now=|&lt;br /&gt;
&lt;br /&gt;
'''Dev_single''' regroup every single idea Toady and Threetoe ever had for the game. Inside this, there's goal fixed for the V1 of the game ('''Dev_V1''') and other goals for after the V1 ('''Dev_Future'''). Within Dev_V1, Toady selected some features he want to start working on, it's '''Dev_Next'''. Since there's a lot of features that are very time-consuming, he separated his workload in different updates, and he relates the progress he made on the current update's programming on Dev_Now.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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----&lt;br /&gt;
=[http://obyliwusut.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
----&lt;br /&gt;
=[http://obyliwusut.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Arcs]] == &lt;br /&gt;
&lt;br /&gt;
Inside Dev_V1 and Dev_Future, you can see that Toady regrouped his ideas into &amp;quot;Arcs&amp;quot;. These arcs are a collection of core items, bloats, reqs and power goal (see below) that share the same theme. For instance, there's the [[Army Arc]], or the [[Caravan Arc]]. Toady selected some of these arcs to work on (on the Dev_Next page), in the aim to complete them (or at least do a part of them) in the near-future. &lt;br /&gt;
&lt;br /&gt;
=== Core components ===&lt;br /&gt;
&lt;br /&gt;
A core component is a key feature of the game. It's a subpart of an arc, dedicated to a specific thing.&lt;br /&gt;
&lt;br /&gt;
===== For instance...=====&lt;br /&gt;
&lt;br /&gt;
Inside the &amp;quot;Relationship Arc&amp;quot;, there's &amp;quot;Core 59 : Love and Romance&amp;quot;. Or inside the &amp;quot;Fire and Lighting Arc&amp;quot;, there's &amp;quot;Core 14 : Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Reqs ===&lt;br /&gt;
&lt;br /&gt;
These things are smaller items that need to be completed during the development process. It may be old bugs that keep crippling the game. Or smaller features needed to implement larger one.&lt;br /&gt;
&lt;br /&gt;
===== For instance... =====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bustling Town Arc&amp;quot; need the &amp;quot;Req 148 : Expanded Dungeon AI&amp;quot; to be done. The &amp;quot;Army Arc&amp;quot; need the &amp;quot;Req 18 : Armor-Clothing conflicts&amp;quot; to be resolved before the next release.&lt;br /&gt;
&lt;br /&gt;
=== Bloats ===&lt;br /&gt;
&lt;br /&gt;
Bloats are often &amp;quot;funny stuff&amp;quot; that could be added to the game to give it more depth. It include new ways to interact with NPC, new uses for the items or otherwise smaller items that aren't really needed but could be nice to have.  &lt;br /&gt;
&lt;br /&gt;
===== For instance... =====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Presentation Arc&amp;quot; include &amp;quot;Bloat 106 : Justice Interface&amp;quot;. Or the &amp;quot;Bloat 241 : Creature Antics&amp;quot; could be added in the &amp;quot;Dungeon Arc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Power Goals ===&lt;br /&gt;
&lt;br /&gt;
Power Goals aren't feature nor bug fixes, but scenario that should spontaneously arise during the game, thanks to new features.&lt;br /&gt;
&lt;br /&gt;
===== For instance... =====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Combat Arc&amp;quot; could lead to &amp;quot;Power Goal 28 : Release the hounds&amp;quot;. The scenario described in &amp;quot;Power Goal 53 : Messala&amp;quot; could happen after the &amp;quot;County Arc&amp;quot; is implemented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other development data ==&lt;br /&gt;
&lt;br /&gt;
* A lot of bugs have been spotted in the game, and they will, of course, be removed at one time or another. You can check the reported bugs in the [http://www.bay12games.com/dwarves/mantisbt/login_page.phpl Bug Tracker] page.&lt;br /&gt;
&lt;br /&gt;
* Each month, Toady One writes a report on the financial state of Bay 12 Games, and quickly describes what he'll be working on over the course of the next month. There's a [http://www.bay12games.com/forum/index.php?board=8.0 subforum] for these announcements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
[[Powergoal]]&lt;br /&gt;
&lt;br /&gt;
[[Version number]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_development]]&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:XML_dump&amp;diff=131858</id>
		<title>v0.31:XML dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:XML_dump&amp;diff=131858"/>
		<updated>2010-11-17T22:32:13Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An XML dump of a world's history can be generated from [[Legends]] mode.&lt;br /&gt;
&lt;br /&gt;
The XML file this produces is currently not well-formed, lacking a root element that encapsulates the other contents of the dump. Some XML manipulation programs may need to have this taken into account to handle the file properly.&lt;br /&gt;
&lt;br /&gt;
The XML dump consists of the following elements:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;==regions==&lt;br /&gt;
&lt;br /&gt;
Each dump contains one &amp;amp;lt;regions&amp;amp;gt; element, which contains a large number of &amp;amp;lt;region&amp;amp;gt; elements. Each &amp;amp;lt;region&amp;amp;gt; element has the following attributes stored as elements within it:&lt;br /&gt;
*id - a reference number used to identify the region elsewhere&lt;br /&gt;
*name - the name of the region (eg, &amp;amp;quot;the colorless desert&amp;amp;quot; or &amp;amp;quot;the perplexing forests&amp;amp;quot;). The names are all lower-case.&lt;br /&gt;
*type - the type of region. Types include:&lt;br /&gt;
**Ocean&lt;br /&gt;
**Hills&lt;br /&gt;
**Desert&lt;br /&gt;
**Forest&lt;br /&gt;
**Mountains&lt;br /&gt;
**Glacier&lt;br /&gt;
**Wetland&lt;br /&gt;
**Grassland&lt;br /&gt;
**Lake&lt;br /&gt;
**Tundra&lt;br /&gt;
&lt;br /&gt;
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----&lt;br /&gt;
=[http://ifafenu.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ifafenu.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==underground_regions==&lt;br /&gt;
Similar to the &amp;lt;regions&amp;gt; element. The &amp;lt;underground_region&amp;gt; elements contain the following:&lt;br /&gt;
*id - reference number used to identify the region&lt;br /&gt;
*type - can be:&lt;br /&gt;
**cavern&lt;br /&gt;
**magma&lt;br /&gt;
**underworld&lt;br /&gt;
*depth&lt;br /&gt;
&lt;br /&gt;
Note that underground regions don't have names.&lt;br /&gt;
&lt;br /&gt;
==sites==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;site&amp;gt; element contains the following:&lt;br /&gt;
*id - reference number&lt;br /&gt;
*name&lt;br /&gt;
*type&lt;br /&gt;
**city&lt;br /&gt;
**tree city&lt;br /&gt;
**cave&lt;br /&gt;
**dwarf fortress&lt;br /&gt;
**mountain halls&lt;br /&gt;
**hamlet&lt;br /&gt;
**dark fortress&lt;br /&gt;
**forest retreat&lt;br /&gt;
**town&lt;br /&gt;
**fortress&lt;br /&gt;
**camp&lt;br /&gt;
**lair&lt;br /&gt;
**labyrinth&lt;br /&gt;
**shrine&lt;br /&gt;
*coords - an X, Y coordinate giving the location of the site on the world map.&lt;br /&gt;
&lt;br /&gt;
=== structures ===&lt;br /&gt;
&lt;br /&gt;
Each site may contain a &amp;lt;structures&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
== historical_figures ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;historical_figure&amp;gt; elements contain the following information:&lt;br /&gt;
*id - reference number used to identify the historical figure elsewhere&lt;br /&gt;
*name - the name of the historical figure&lt;br /&gt;
*race - the race of the figure, the following have been seen (not present if the figure is a force)&lt;br /&gt;
**bat_giant&lt;br /&gt;
**bear_black&lt;br /&gt;
**bear_grizzly&lt;br /&gt;
**bird_eagle_giant&lt;br /&gt;
**bird_swallow_cave&lt;br /&gt;
**blind_cave_bear&lt;br /&gt;
**blind_cave_ogre&lt;br /&gt;
**cave_dragon&lt;br /&gt;
**cheetah&lt;br /&gt;
**colossus_bronze&lt;br /&gt;
**cougar&lt;br /&gt;
**crocodile_saltwater&lt;br /&gt;
**cyclops&lt;br /&gt;
**demon_x where x is a number&lt;br /&gt;
**dragon&lt;br /&gt;
**draltha&lt;br /&gt;
**dwarf&lt;br /&gt;
**elf&lt;br /&gt;
**ettin&lt;br /&gt;
**forgotten_beast_x where x is a number&lt;br /&gt;
**giant&lt;br /&gt;
**goblin&lt;br /&gt;
**human&lt;br /&gt;
**hungry_head&lt;br /&gt;
**hydra&lt;br /&gt;
**imp_fire&lt;br /&gt;
**jabberer&lt;br /&gt;
**jaguar&lt;br /&gt;
**jaguar_giant&lt;br /&gt;
**kobold&lt;br /&gt;
**leopard&lt;br /&gt;
**leopard_giant&lt;br /&gt;
**lion&lt;br /&gt;
**minotaur&lt;br /&gt;
**molemarian&lt;br /&gt;
**night_creature_x where x is a number&lt;br /&gt;
**rat&lt;br /&gt;
**sasquatch&lt;br /&gt;
**scorpion_desert_giant&lt;br /&gt;
**spider_cave_giant&lt;br /&gt;
**tiger&lt;br /&gt;
**titan_x where x is a number&lt;br /&gt;
**troglodyte&lt;br /&gt;
**troll&lt;br /&gt;
**voracious_cave_crawler&lt;br /&gt;
**wolf&lt;br /&gt;
*caste - the gender of the figure, can be one of the following (not present if the figure is a force)&lt;br /&gt;
**default&lt;br /&gt;
**female&lt;br /&gt;
**male&lt;br /&gt;
*appeared - unknown, seems to be related to apperance in the world, sometimes appeared and birth_year are different, mostly the same.&lt;br /&gt;
*birth_year - the year of the figure's birth, can be negative value (to indicate figure existing before the beginning of the world?)&lt;br /&gt;
*birth_seconds72 - unknown&lt;br /&gt;
*death_year - the year of the figure's death, -1 means the figure is still alive&lt;br /&gt;
*death_seconds72 - unknown&lt;br /&gt;
*associated_type - seems to be the job of the figure, the following have been seen&lt;br /&gt;
**administrator&lt;br /&gt;
**animal_caretaker&lt;br /&gt;
**animal_dissector&lt;br /&gt;
**animal_trainer&lt;br /&gt;
**architect&lt;br /&gt;
**armorer&lt;br /&gt;
**axeman&lt;br /&gt;
**baby&lt;br /&gt;
**bone_carver&lt;br /&gt;
**bowman&lt;br /&gt;
**bowyer&lt;br /&gt;
**brewer&lt;br /&gt;
**butcher&lt;br /&gt;
**carpenter&lt;br /&gt;
**child&lt;br /&gt;
**clerk&lt;br /&gt;
**clothier&lt;br /&gt;
**crossbowman&lt;br /&gt;
**diagnoser&lt;br /&gt;
**drunk&lt;br /&gt;
**engraver&lt;br /&gt;
**farmer&lt;br /&gt;
**fish_dissector&lt;br /&gt;
**furnace_operator&lt;br /&gt;
**gem_cutter&lt;br /&gt;
**gem_setter&lt;br /&gt;
**hammerman&lt;br /&gt;
**herbalist&lt;br /&gt;
**lasher&lt;br /&gt;
**leatherworker&lt;br /&gt;
**maceman&lt;br /&gt;
**mason&lt;br /&gt;
**master_bowman&lt;br /&gt;
**master_crossbowman&lt;br /&gt;
**master_hammerman&lt;br /&gt;
**master_lasher&lt;br /&gt;
**master_pikeman&lt;br /&gt;
**master_spearman&lt;br /&gt;
**master_swordsman&lt;br /&gt;
**mechanic&lt;br /&gt;
**metalcrafter&lt;br /&gt;
**milker&lt;br /&gt;
**miner&lt;br /&gt;
**none&lt;br /&gt;
**pikeman&lt;br /&gt;
**planter&lt;br /&gt;
**potash_maker&lt;br /&gt;
**pump_operator&lt;br /&gt;
**ranger&lt;br /&gt;
**recruit&lt;br /&gt;
**siege_engineer&lt;br /&gt;
**siege_operator&lt;br /&gt;
**soap_maker&lt;br /&gt;
**spearman&lt;br /&gt;
**standard&lt;br /&gt;
**stonecrafter&lt;br /&gt;
**surgeon&lt;br /&gt;
**suturer&lt;br /&gt;
**swordsman&lt;br /&gt;
**tanner&lt;br /&gt;
**thresher&lt;br /&gt;
**trader&lt;br /&gt;
**weaponsmith&lt;br /&gt;
**weaver&lt;br /&gt;
**wood_burner&lt;br /&gt;
**woodcrafter&lt;br /&gt;
**woodcutter&lt;br /&gt;
**wrestler&lt;br /&gt;
*deity - indicator (does not contain any value) to show if the figure is a deity or not.  &lt;br /&gt;
*skeleton - indicator (does not contain any value) to show if the figure is a skeleton or not.  &lt;br /&gt;
*force - indicator (does not contain any value) to show if the figure is a force.  If this node is present, this figure will lack the race and caste nodes.&lt;br /&gt;
&lt;br /&gt;
Other information such as marriages are stored in the historical_events element.&lt;br /&gt;
&lt;br /&gt;
== entity_populations ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;entity_population&amp;gt; element contains only a single tag, giving an id number.&lt;br /&gt;
&lt;br /&gt;
== entities ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;entity&amp;gt; element contains an id tag, and may also contain a name tag.&lt;br /&gt;
&lt;br /&gt;
Entityies are civilizations, groups (which can found sites/religions/attack/defend), or religions.&lt;br /&gt;
&lt;br /&gt;
==historical_events==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;historical_event&amp;gt; element is the most complex. Each contains:&lt;br /&gt;
&lt;br /&gt;
* id - a reference number&lt;br /&gt;
* year - the year in which the event took place&lt;br /&gt;
* seconds72 -&lt;br /&gt;
* type - a label indicating what sort of event this is.&lt;br /&gt;
&lt;br /&gt;
The other elements of the historical_event will depend on the contents of the type element. Types include:&lt;br /&gt;
&lt;br /&gt;
=== add hf hf link ===&lt;br /&gt;
This is an event that links two historical figures (hf) together.  This event could either be a marriage, the beginning of hfid worshipping hfid_target, or something else.&lt;br /&gt;
* hfid&lt;br /&gt;
* hfid_target&lt;br /&gt;
&lt;br /&gt;
===add hf site link===&lt;br /&gt;
This event shows that some (unexported) HF took up residence in some site (site_id)&lt;br /&gt;
* site_id&lt;br /&gt;
&lt;br /&gt;
=== add hf entity link ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
* civ_id&lt;br /&gt;
&lt;br /&gt;
=== attacked site ===&lt;br /&gt;
This is an event that marks when a group (attacker_civ_id) attacked another group (site_civ_id) at a site (site_id) owned by a civ (defender_civ_id).  The attack was led by a HF (attacker_general_hfid) and the defense was led by another hfid (defender_general_hfid).&lt;br /&gt;
* attacker_civ_id&lt;br /&gt;
* defender_civ_id&lt;br /&gt;
* site_civ_id&lt;br /&gt;
* site_id&lt;br /&gt;
* attacker_general_hfid&lt;br /&gt;
* defender_general_hfid&lt;br /&gt;
&lt;br /&gt;
=== body abused ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id (always -1?)&lt;br /&gt;
* feature_layer_id (always -1?)&lt;br /&gt;
* coords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== change hf job ===&lt;br /&gt;
This event shows that some HF (hfid) took up a different job (unexported) at some site (site_id)&lt;br /&gt;
* hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id (always -1?)&lt;br /&gt;
* feature_layer_id (always -1?)&lt;br /&gt;
&lt;br /&gt;
===change hf state ===&lt;br /&gt;
This event shows that some HF (hfid) changed state (to state) at site_id, in subregion_id, or in feature_layer_id, located at coords.&lt;br /&gt;
*state - tells what state the historical figure is changing to.&lt;br /&gt;
**settled (site,coords given)&lt;br /&gt;
**scouting (site,coords given)&lt;br /&gt;
**theif (site,coords given)&lt;br /&gt;
**snatcher (site,coords given)&lt;br /&gt;
**wandering (feature_layer given)&lt;br /&gt;
**refugee (subregion_id,coords given)&lt;br /&gt;
**hunting (subregion_id,coords given)&lt;br /&gt;
*hfid - ID number of the historical figure whose state is changing&lt;br /&gt;
*site_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
*coords&lt;br /&gt;
&lt;br /&gt;
=== create entity position ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
''No Parts''&lt;br /&gt;
&lt;br /&gt;
=== created site ===&lt;br /&gt;
Appears to be the creation of a town (?)&lt;br /&gt;
* civ_id&lt;br /&gt;
* site_civ_id&lt;br /&gt;
* site_id&lt;br /&gt;
&lt;br /&gt;
=== created structure ===&lt;br /&gt;
Some entity (site_civ_id) of entity/civ (civ_id) built structure (structure_id) at some site (site_id)&lt;br /&gt;
* civ_id  - identifies an entity that makes up the second part of the Civ name (i.e. the 'X' in &amp;quot;Y of X&amp;quot;)&lt;br /&gt;
* site_civ_id - identifies an entity that makes up the first part of the Civ name (i.e. the 'Y' in &amp;quot;Y of X&amp;quot;)&lt;br /&gt;
* site_id - the site where the structure was created - town, fortress, whatever&lt;br /&gt;
* structure_id - An ID identifying the structure. Uncertain if there is a way to find out what type of structure this is.&lt;br /&gt;
&lt;br /&gt;
=== created world construction ===&lt;br /&gt;
Some entity (site_civ_id) of some civ/entity (civ_id) completed component wcid of master_wcid, which is a road between site_id1 and site_id2.  &lt;br /&gt;
The final completion of the road has master_wcid being -1.&lt;br /&gt;
* civ_id&lt;br /&gt;
* site_civ_id&lt;br /&gt;
* wcid&lt;br /&gt;
* master_wcid&lt;br /&gt;
* site_id1&lt;br /&gt;
* site_id2&lt;br /&gt;
&lt;br /&gt;
=== creature devoured ===&lt;br /&gt;
This event shows that some HF (unexported) devoured another HF (unexported) at some site/region (site_id or subregion_id)&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
&lt;br /&gt;
=== destroyed site ===&lt;br /&gt;
This event shows that some entity (attacker_civ_id) destroyed some site (site_id) defended by some entity (defender_civ_id) which is a member of some entity (site_civ_id).&lt;br /&gt;
* site_id&lt;br /&gt;
* site_civ_id&lt;br /&gt;
* attacker_civ_id&lt;br /&gt;
* defender_civ_id&lt;br /&gt;
&lt;br /&gt;
=== entity created ===&lt;br /&gt;
This event makrs the creation of an entity (entity_id) at some site (site_id).  &lt;br /&gt;
This could be either a group which leaves and possibly founds another site, or this could be a religion being founded.&lt;br /&gt;
&lt;br /&gt;
===field battle===&lt;br /&gt;
This event shows that some entity (attacker_civ_id) attacked some entity (defender_civ_id) at some region (subregion_id) led by a HF (attacker_general_hfid), the defenders are led by another HF (defender_general_hfid).&lt;br /&gt;
* attacker_civ_id&lt;br /&gt;
* defender_civ_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* coords&lt;br /&gt;
* attacker_general_hfid&lt;br /&gt;
* defender_general_hfid&lt;br /&gt;
&lt;br /&gt;
===hf abducted ===&lt;br /&gt;
This event shows that some HF (target_hfid) was abducted by a snatcher (snatcher_hfid) from some site (site_id)&lt;br /&gt;
&lt;br /&gt;
subregion_id/feature_layer_id always -1?&lt;br /&gt;
&lt;br /&gt;
* target_hfid&lt;br /&gt;
* snatcher_hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
&lt;br /&gt;
===hf died ===&lt;br /&gt;
This event shows that some HF (hfid) was killed by some HF (slayer_hfid) at site/region (site_id or subregion_id)&lt;br /&gt;
* hfid - the historical figure who died&lt;br /&gt;
* slayer_hfid - the historical figure who slew him&lt;br /&gt;
* slayer_item_id - -1 if no notable item was used&lt;br /&gt;
* slayer_shooter_item_id - -1 if no notable item was used&lt;br /&gt;
* site_id - -1 if not killed at a site&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* cause - causes include:&lt;br /&gt;
** shot&lt;br /&gt;
** struck&lt;br /&gt;
** dragonfire&lt;br /&gt;
&lt;br /&gt;
=== hf new pet ===&lt;br /&gt;
This event shows that some HF (group_hfid) tamed some animal in sub_region_id at coords.&lt;br /&gt;
* group_hfid&lt;br /&gt;
* site_id (always -1?)&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id (always -1?)&lt;br /&gt;
* coords&lt;br /&gt;
&lt;br /&gt;
=== hf razed structure ===&lt;br /&gt;
Some HF (hist_fig_id) razed a structure (structure_id) at some site (site_id)&lt;br /&gt;
* hist_fig_id&lt;br /&gt;
* site_id&lt;br /&gt;
* structure_id&lt;br /&gt;
&lt;br /&gt;
=== hf reunion ===&lt;br /&gt;
'''Explanation needed'''&lt;br /&gt;
* group_1_hfid&lt;br /&gt;
* group_2_hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
&lt;br /&gt;
===hf simple battle event===&lt;br /&gt;
This shows that some HF (group_1_hfid) did something (subtype) to another HF (group_2_hfid) at some site/region (site_id or subregion_id)&lt;br /&gt;
* subtype&lt;br /&gt;
** attacked&lt;br /&gt;
** scuffle&lt;br /&gt;
** confront&lt;br /&gt;
** ambushed&lt;br /&gt;
** 2 lost after receiving wounds&lt;br /&gt;
* group_1_hfid&lt;br /&gt;
* group_2_hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
&lt;br /&gt;
=== hf travel ===&lt;br /&gt;
This event shows that some HF (group_hfid):&lt;br /&gt;
:escaped from the underworld (has &amp;lt;escape/&amp;gt; and feature_layer_id given)&lt;br /&gt;
:returned to a site (has &amp;quot;&amp;lt;return/&amp;gt;&amp;quot; listed and a site)&lt;br /&gt;
:left a site to go to a region (has subregion_id,coords and site_id)&lt;br /&gt;
* group_hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* coords&lt;br /&gt;
&lt;br /&gt;
=== hf wounded ===&lt;br /&gt;
This event shows that some HF (woundee_hfid) was wounded at site/region (site_id or subregion_id) by some HF (wounder_hfid)&lt;br /&gt;
* woundee_hfid&lt;br /&gt;
* wounder_hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
&lt;br /&gt;
=== impersonate hf ===&lt;br /&gt;
This event that some HF (trickster_hfid) began impersonating another HF (cover_hfid) withing an entity (target_enid)&lt;br /&gt;
&lt;br /&gt;
* trickster_hfid&lt;br /&gt;
* cover_hfid&lt;br /&gt;
* target_enid&lt;br /&gt;
&lt;br /&gt;
=== item stolen ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
''No Parts''&lt;br /&gt;
&lt;br /&gt;
=== new site leader ===&lt;br /&gt;
This event shows that an attacking entity (attacker_civ_id) attacked another entity (defender_civ_id) which was part of an entity (site_civ_id).  The attackers one and took over the site (site_id), instituting a new government (new_site_civ_id) ran by a new leader (new_leader_hfid).&lt;br /&gt;
&lt;br /&gt;
=== peace accepted ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
=== peace rejected ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
=== razed structure ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
=== reclaim site ===&lt;br /&gt;
This event shows an entity (site_civ_id), a member of another entity (civ_id) reclaimed a site (site_id).&lt;br /&gt;
&lt;br /&gt;
* civ_id&lt;br /&gt;
* site_civ_id&lt;br /&gt;
* site_id&lt;br /&gt;
&lt;br /&gt;
=== remove hf site link===&lt;br /&gt;
This event shows that some HF (unexported) moved out of site_id.&lt;br /&gt;
* site_id&lt;br /&gt;
&lt;br /&gt;
=== remove hf entity link ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
* civ_id&lt;br /&gt;
&lt;br /&gt;
=== replaced structure ===&lt;br /&gt;
This event shows that an entity (site_civ_id) a member of another entity (civ_id) replaced a structure type (old_ab_id) with another structure type (new_ab_id) at a site (site_id).  This normally (only?) happens when a civ replaces buildings (homes) with larger buildings&lt;br /&gt;
&lt;br /&gt;
=== site taken over ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
== historical_event_collections ==&lt;br /&gt;
'''As of .31.13 these have been added and contain a massive amount of information.  Please help to add details below'''&lt;br /&gt;
&lt;br /&gt;
Each historical event collection contains the following items, as well as additional items depending on it's type:&lt;br /&gt;
&lt;br /&gt;
* id - a reference number&lt;br /&gt;
* start_year - the year in which the event collection started&lt;br /&gt;
* start_seconds72 -&lt;br /&gt;
* end_year - the year in which the event collection ended&lt;br /&gt;
* start_seconds72 -&lt;br /&gt;
* event - one or more events which are part of this collection&lt;br /&gt;
* type - the type of event collection this is (the different types are listed below)&lt;br /&gt;
* parent_eventcol - Is this event collection part of another event collection?  If so the id of that parent is listed here, otherwise it will be -1&lt;br /&gt;
* ordinal - How many times has this happened (&amp;quot;The Third Siege of Ironhand&amp;quot; would have &amp;lt;ordinal&amp;gt;3&amp;lt;/ordinal&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
The different types of event collections along with a description and their components are listed below.  It's likely there are more event collections then those listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== abduction ===&lt;br /&gt;
An abduction by a member of (attacking_enid) of a member of (defending_enid).  They were abducted from (site_id) located at (coords).&lt;br /&gt;
&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* site_id&lt;br /&gt;
* coords&lt;br /&gt;
* attacking_enid&lt;br /&gt;
* defending_enid&lt;br /&gt;
&lt;br /&gt;
=== battle ===&lt;br /&gt;
This describes a battle between multiple sides.  The battle is part of the war event collection war_eventcol.  The events that make up this collection are individual simple battle events or assaults.  They involve an attacking_hfid and/or a defending_hfid. It occurred at site_id which is located at coords.  &lt;br /&gt;
&lt;br /&gt;
There can be multiple attacking and defending squads made up of non-notable units, their civ they belong to is *_squad_entity_pop.  They contain *_squad_number units of race *_squad_race, of which *_squad_deaths died.  &lt;br /&gt;
&lt;br /&gt;
Also some or all of the important people (attacking_hfid and defending_hfid) may have died.&lt;br /&gt;
&lt;br /&gt;
The outcome is either &amp;quot;defender won&amp;quot; or &amp;quot;attacker won&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* eventcol (multiple?)&lt;br /&gt;
* event (multiple)&lt;br /&gt;
* name&lt;br /&gt;
* war_eventcol&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* site_id&lt;br /&gt;
* coords&lt;br /&gt;
* attacking_hfid (multiple)&lt;br /&gt;
* defending_hfid (multiple)&lt;br /&gt;
* noncom_hfid (multiple) (?)&lt;br /&gt;
* '''Multiple different &amp;quot;attacking squads&amp;quot; each with these parts&lt;br /&gt;
** attacking_squad_race&lt;br /&gt;
** attacking_squad_entity_pop&lt;br /&gt;
** attacking_squad_number&lt;br /&gt;
** attacking_squad_deaths&lt;br /&gt;
** attacking_squad_site (?)&lt;br /&gt;
* '''Multiple different &amp;quot;defending squads&amp;quot; each with these parts&lt;br /&gt;
** defending_squad_race&lt;br /&gt;
** defending_squad_entity_pop&lt;br /&gt;
** defending_squad_number&lt;br /&gt;
** defending_squad_deaths&lt;br /&gt;
** defending_squad_site&lt;br /&gt;
* outcome&lt;br /&gt;
&lt;br /&gt;
''' Does not have an &amp;quot;ordinal&amp;quot; part'''&lt;br /&gt;
&lt;br /&gt;
=== beast attack ===&lt;br /&gt;
A beast attacked a member of defending_enid at site_id, located at coords.&lt;br /&gt;
&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* site_id&lt;br /&gt;
* coords&lt;br /&gt;
* defending_enid&lt;br /&gt;
&lt;br /&gt;
=== duel ===&lt;br /&gt;
This describes a duel between attacking_hfid and defending_hfid at site_id, located at coords.&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* site_id&lt;br /&gt;
* coords&lt;br /&gt;
* attacking_hfid&lt;br /&gt;
* defending_hfid&lt;br /&gt;
&lt;br /&gt;
=== journey ===&lt;br /&gt;
This describes a journey of a HF, normally when they leave a site to go tame an animal in a nearby region, then return.&lt;br /&gt;
&lt;br /&gt;
''No additional parts''&lt;br /&gt;
&lt;br /&gt;
=== site conquered ===&lt;br /&gt;
As part of war_eventcol, attacking_enid conquered site_id from defending_enid.&lt;br /&gt;
* war_eventcol&lt;br /&gt;
* site_id&lt;br /&gt;
* attacking_enid&lt;br /&gt;
* defending_enid&lt;br /&gt;
&lt;br /&gt;
=== theft ===&lt;br /&gt;
A member of attacking_enid stole something from a member of defending_enid at site_id located at coords.  Can include multiple different thefts by different theives from the same location&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* site_id&lt;br /&gt;
* coords&lt;br /&gt;
* attacking_enid&lt;br /&gt;
* defending_enid&lt;br /&gt;
&lt;br /&gt;
=== war ===&lt;br /&gt;
A war, as named, where aggressor_ent_id battled defender_ent_id.  It contains the battles, sieges, and pillaging events listed in eventcol.&lt;br /&gt;
* eventcol (multiple)&lt;br /&gt;
* name&lt;br /&gt;
* aggressor_ent_id&lt;br /&gt;
* defender_ent_id&lt;br /&gt;
&lt;br /&gt;
== historical_eras ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;historical_era&amp;gt; element contains a name and a start_year element.&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge/Alchemy_basics&amp;diff=131857</id>
		<title>Modification:Civilization Forge/Alchemy basics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge/Alchemy_basics&amp;diff=131857"/>
		<updated>2010-11-17T22:32:07Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;===Alchemy Guide===&lt;br /&gt;
&lt;br /&gt;
This is the Basic Alchemy Guide for the [[Civilization Forge]] Mod&lt;br /&gt;
&lt;br /&gt;
====Basic Alchemy items====&lt;br /&gt;
&lt;br /&gt;
Alchemical Jars: These jars are the basic unit to hold alchemical items. They are created at the Jar Maker's workshop from raw glass (green, clear, or crystal). Note that many reactions require 5 jars, so it is wise to keep many extras on hand.&lt;br /&gt;
&lt;br /&gt;
Alchemical Transport Tubes: These are 'metal' bars that you can import that contain a jar's worth of an alchemical substance. Their contents can be transferred to a jar at the Alchemy Workbench.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Note: All reactions here are assumed to be at the Alchemist's workshop unless stated otherwise&lt;br /&gt;
&lt;br /&gt;
Alchemical Components:&lt;br /&gt;
&lt;br /&gt;
Oil&lt;br /&gt;
    Found: Extracted from Oil Nuts or Tunnel Tube in an Oil Press&lt;br /&gt;
     Uses: Used to create Night Crystal and Void Crystal&lt;br /&gt;
     Requires: 1 bunch of Oil Nuts and 1 alchemical jar OR 1 tunnel tube log and 3 alchemical jars&lt;br /&gt;
     Produces: 1 jar of Oil or 3 jars of Oil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quicksilver&lt;br /&gt;
    Found: Extracted from Cinnabar&lt;br /&gt;
     Uses: Used to create Blood Crystal and Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Cinnabar and 1 alchemical jar&lt;br /&gt;
     Produces: 1 jar of quicksilver&lt;br /&gt;
&lt;br /&gt;
Midnight Elixir&lt;br /&gt;
    Found: Created from Cobaltite and Oil in a Frothing Pool&lt;br /&gt;
     Uses: Used to create Night Crystal and Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Cobaltite and 5 alchemical jars filled with Oil&lt;br /&gt;
     Produces: 5 jars of Midnight Elixir&lt;br /&gt;
&lt;br /&gt;
Black Antimony&lt;br /&gt;
    Found: Extracted from Stibnite&lt;br /&gt;
     Uses: Used to create Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Stibnite and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Black Antimony&lt;br /&gt;
&lt;br /&gt;
Saltpeter&lt;br /&gt;
   Found: Either dug from the earth or created from Potash in the Saltpeter beds.&lt;br /&gt;
    Uses: Used to create Emen Aren&lt;br /&gt;
    Requires: 1 bar of potash&lt;br /&gt;
    Produces: 1 boulder of saltpeter&lt;br /&gt;
    &lt;br /&gt;
Green Vitriol&lt;br /&gt;
   Found: Extracted from Melanterite&lt;br /&gt;
    Uses: Can be distilled to Oil of Vitriol&lt;br /&gt;
    Requires: 1 boulder of Melanterite and 5 alchemical jars &lt;br /&gt;
    Produces: 5 jars of Green Vitriol&lt;br /&gt;
    &lt;br /&gt;
Oil of Vitriol&lt;br /&gt;
   Found: Distilled from Green Vitriol or Alum&lt;br /&gt;
    Uses: Used to create Emen Aren&lt;br /&gt;
    Requires: 1 jar of Green Vitriol OR 1 Jar of Alum&lt;br /&gt;
    Produces: 1 jar of Oil of Vitriol   &lt;br /&gt;
    &lt;br /&gt;
Blue Vitriol&lt;br /&gt;
   Found: Extracted from Chalcanthite&lt;br /&gt;
    Uses: Used to create Night Crystal and Emen Aren&lt;br /&gt;
    Requires: 1 boulder of Chalcanthite and 5 alchemical jars &lt;br /&gt;
    Produces: 5 jars of Blue Vitriol&lt;br /&gt;
    &lt;br /&gt;
Alum&lt;br /&gt;
    Found: Extracted from Alunite, Bauxite, or Alum Shale&lt;br /&gt;
     Uses: Used to make Oil of Vitriol and Emen Aren&lt;br /&gt;
     Requires: 1 boulder of an Alum Stone, 1 bar of Potash, and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Alum&lt;br /&gt;
     &lt;br /&gt;
Emen Aren (Strong Water)&lt;br /&gt;
    Found: Made from combining Saltpeter and Oil of Vitriol or combining Blue Vitriol, Saltpeter, and Alum&lt;br /&gt;
     Uses: Used to create Relon Aren and separate Mithril/Levisium from ore&lt;br /&gt;
     Requires: 1 boulder of Saltpeter and 5 alchemical jars filled with Oil of Vitriol OR 2 alchemical jars filled with Blue Vitriol, 1 boulder of Saltpeter, and 1 jar filled with Alum&lt;br /&gt;
     Produces: 5 jars of Emen Aren OR 3 jars of Emen Aren&lt;br /&gt;
     &lt;br /&gt;
Salt&lt;br /&gt;
    Found: Mined from Rock Salt&lt;br /&gt;
     Uses: Used to create Nabid Ubal&lt;br /&gt;
     Requires: 1 boulder of Rock Salt and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Salt&lt;br /&gt;
     &lt;br /&gt;
Nabid Ubal (Spirit of Salt)&lt;br /&gt;
    Found: Made from Salt and Oil of Vitriol&lt;br /&gt;
     Uses: Used to create Relon Aren  &lt;br /&gt;
     Requires: 1 jar of Salt and 1 jar of Oil of Vitriol &lt;br /&gt;
     Produces: 1 jar of Nabid Ubal and 1 empty alchemical jar             &lt;br /&gt;
     &lt;br /&gt;
Relon Aren (Royal Water)&lt;br /&gt;
    Found: Made from Nabid Ubal and Emen Aren&lt;br /&gt;
     Uses: Used to create the various Elemental Metals&lt;br /&gt;
     Requires: 3 jar of Nabid Ubal and 1 jar of Emen Aren&lt;br /&gt;
     Produces: 4 jars of Relon Aren    &lt;br /&gt;
&lt;br /&gt;
Ikal Nabid (Healing Salts)&lt;br /&gt;
    Found: Made from Dolomite, talc, or olivine&lt;br /&gt;
     Uses: Used to create Tempered Crystal, Blood Crystal, Night Crystal, and Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Dolomite, talc, or olivine and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Ikal Nabid&lt;br /&gt;
          &lt;br /&gt;
Elixir of Frost&lt;br /&gt;
    Found: Made from Frost Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Glacium bars&lt;br /&gt;
     Requires: 1 cut Frost Crystal gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Frost          &lt;br /&gt;
&lt;br /&gt;
Elixir of Fire&lt;br /&gt;
    Found: Made from Fireheart and Relon Aren&lt;br /&gt;
     Uses: Used to create Incendium bars&lt;br /&gt;
     Requires: 1 cut Fireheart gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Fire&lt;br /&gt;
     &lt;br /&gt;
Elixir of Fury&lt;br /&gt;
    Found: Made from Storm Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Tempestium bars&lt;br /&gt;
     Requires: 1 cut Storm Crystal gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Fury&lt;br /&gt;
     &lt;br /&gt;
Elixir of Stone&lt;br /&gt;
    Found: Made from Ward Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Ward Iron bars&lt;br /&gt;
     Requires: 1 cut Ward Crystal gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Stone&lt;br /&gt;
     &lt;br /&gt;
Pure Elixir&lt;br /&gt;
    Found: Made from Frost Crystal, Fireheart, Storm Crystal, Ward Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Elementium bars     &lt;br /&gt;
     Requires: 1 cut Ward Crystal, 1 Frost Crystal, 1 Fireheart, 1 Storm Crystal, and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Pure Elixir&lt;br /&gt;
     &lt;br /&gt;
-----------------&lt;br /&gt;
Infusion Chamber &lt;br /&gt;
-----------------&lt;br /&gt;
The Infusion Chamber is used to create the various Elemental Metals&lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Frost = 1 Glacium Bar                      &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Fire = 1 Incendium Bar &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Fury = 1 Tempestium Bar &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Stone = 1 Ward Iron Bar &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Pure Elixir = 1 Elementium Bar &lt;br /&gt;
    &lt;br /&gt;
-----------------&lt;br /&gt;
Tempering Chamber &lt;br /&gt;
-----------------&lt;br /&gt;
The Tempering Chamber is used to turn Raw Crystal Glass into the various Crystal Bars&lt;br /&gt;
   &lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Fuel = 1 Tempered Crystal Bar&lt;br /&gt;
&lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Midnight Elixir + Fuel = 1 Night Crystal Bar&lt;br /&gt;
&lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Quicksilver + Fuel = 1 Blood Crystal Bar&lt;br /&gt;
&lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Quicksilver + Midnight Elixir + Black Antimony + Fuel = 1 Void Crystal Bar&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
-----------------&lt;br /&gt;
Separation Chamber &lt;br /&gt;
-----------------&lt;br /&gt;
Used to Separate Mithril from Truesilver and Levisium from Levitite&lt;br /&gt;
&lt;br /&gt;
1 boulder Truesilver + Emen Aren = 1 Silver Bar + 1 Mithril Bar (20% chance)              &lt;br /&gt;
&lt;br /&gt;
1 boulder Levitite + Emen Aren = 1 Copper Bar + 1 Levisium Bar (33% chance)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://ehorefit.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
----&lt;br /&gt;
=[http://ehorefit.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed_archive&amp;diff=131856</id>
		<title>Seed archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed_archive&amp;diff=131856"/>
		<updated>2010-11-17T22:32:05Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''This is an archive page. Seeds for the current version can be found at [[Pregenerated worlds]].''&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The world generation code changed for versions and 0.27.169.33f and 0.27.169.33g. While the world map will be very similiar, the details will differ (e.g. rock layers will be different). According to Toady, for .33f &amp;quot;I've changed the metal frequencies, so that's probably the point at which it will break down. Any stages after that will also be affected.&amp;quot; For .33g, names no longer affect world generation.'''&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.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;== v0.27.169.33e and earlier ==&lt;br /&gt;
&lt;br /&gt;
=== Quick Generating Seeds ===&lt;br /&gt;
&lt;br /&gt;
----&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, and over 7 volcanoes scattered around the map.  There also seems to be a nice variety of environments for your leisure. &lt;br /&gt;
&lt;br /&gt;
Here's a starting location with almost literally everything: trees, flux, a magma pocket (not visible from the surface, but only a few levels from the surface below the elevated area between the trees and the sand), all the basic metals, sand and adamantine.  There are many other really good sites in the squares around the same volcano, and several similarly ideal sites around volcanoes about six region tiles to the east and southeast.&lt;br /&gt;
&lt;br /&gt;
The dwarven town depicted is my own abandoned fortress; you won't see it when you play. Enjoy!&lt;br /&gt;
&lt;br /&gt;
[[Image:seed0volcano.png|The zen site - one with everything]].&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:''' [[Soil|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Swamp|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;
* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;amp;quot;Terrifying&amp;amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seeda.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seedb.png]]&lt;br /&gt;
&lt;br /&gt;
====Seed 34: One Reject Seed====&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
==== Seed 987654321 - Quicky ====&lt;br /&gt;
''Title: STANDARD''&amp;amp;lt;br/&amp;amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
&lt;br /&gt;
==== Seed 120 (=lol!) ====&lt;br /&gt;
''It is a well known fact that when you write &amp;amp;quot;lol&amp;amp;quot; with 1337-language, it is written &amp;amp;quot;101&amp;amp;quot;. In binary, this is the same as the decimal number 5. This means that &amp;amp;quot;lol!&amp;amp;quot; = 5! From math we all(?) know that 5! = 120. Therefore: 120 = lol!''&amp;amp;lt;br/&amp;amp;gt;&lt;br /&gt;
'''But enough gibberish.''' This world has '''1 reject''' when using the '''seed 120'''&amp;amp;lt;br/&amp;amp;gt;&lt;br /&gt;
There is volcano in a forest with a river nearby, and an aquifier for challenge! To find it, its the 5th tile from the left, 4th tile from the bottom on the world map when choosing a site. Also check out two tiles to the right of this (still on the world map), and you will find a volcanic island! :D Searching around you will also find major rivers. In other words, a quick cool seed. Enjoy&lt;br /&gt;
&lt;br /&gt;
==== Seed 941486140: Zero rejects ====&lt;br /&gt;
&amp;amp;lt;blockquote&amp;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;amp;lt;/blockquote&amp;amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;amp;f=2&amp;amp;amp;t=001247]&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 Toady One ====&lt;br /&gt;
Converting Toady One to numbers gives you 2015142505, assuming the space is a 0. The seed results in 3 rejects and &lt;br /&gt;
&amp;amp;quot;the Momentous Universes of Vision&amp;amp;quot;&lt;br /&gt;
A good world with lots of great rivers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Seed 752741768: 1 Reject, DF v0.27.169.33d====&lt;br /&gt;
Created in DF v0.27.169.33d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:STANDARD]&lt;br /&gt;
	[SEED:752741768]&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_33d.jpg]][[Image:See_magma_2.jpg]]&amp;amp;lt;br/&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seeds and maps with many features (May run slower on older computers) ===&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 3416680544: The World of Griffons ====&lt;br /&gt;
Seed:3416680544&lt;br /&gt;
Rejections: 43&lt;br /&gt;
Name: The World of Griffons&lt;br /&gt;
F1 Biome, Mountain: Felsite, Diorite, Gabbro&lt;br /&gt;
F2 Biome, Taiga: Sand, Black sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F3 Biome, Taiga: Sand, Marble, Gneiss, Gabbro&lt;br /&gt;
F4 Biome, Temperate Conifer Forest: Sand, Black Sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F5 Biome, Taiga: Loam, Basalt, Schist, Diorite&lt;br /&gt;
F6 Biome, Temperate Conifer Forest: Silt loam, Felsite, Diorite, Gabbro&lt;br /&gt;
This looks like a pretty nice, but possibly difficult area to settle (for me). It's got a chasm, river, and magma. To start it has some Aluminum and Native gold, as well as a few clusters of gems exposed right along the chasm. Hope the chasm dwelling critters aren't too much of a problem. There's flux, and early magnetite(I think), so you've probably got no issue for steel, either. It will not be hard to find this spot on the map, since it is basically where the cursor starts to begin with, I simply sized it up to get the maximum amount of biomes, feel free to shrink or grow it as you wish. All biomes are Freezing Wilderness surroundings. Here's a pic for good measure.&lt;br /&gt;
[[Image:Griffonmap.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1149670256 ====&lt;br /&gt;
&amp;amp;lt;blockquote&amp;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;amp;lt;/blockquote&amp;amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;amp;f=2&amp;amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1621458352 ====&lt;br /&gt;
&amp;amp;lt;blockquote&amp;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;amp;lt;/blockquote&amp;amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;amp;f=2&amp;amp;amp;t=001246]&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. Note that it was generated on windows XP, and may be different on another OS. The only thing it lacks is sand, however if you don't mind changing a raw file you can edit kimberlite to form in a cluster instead of a vein and can get sand.&lt;br /&gt;
This makes kimberlite actually appear, which apparently mixes up the entire mineral chart of generated worlds. With this change in place, the exact same location pictured in the image has an area with basalt and 2 layers of gabbro on the lower section, chalk gneiss and diorite on the upper section, and black sand/dolomite/granite/diorite on the rightmost square with sparse trees. All the other features remain intact.&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;
'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&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;amp;lt;blockquote&amp;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;amp;lt;/blockquote&amp;amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;amp;f=2&amp;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;amp;quot;steel production&amp;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;amp; More! ====&lt;br /&gt;
'''''Note: The non-random name &amp;amp;quot;The World of Pagan&amp;amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
'''''Note:  Tested with v0.31.10 - seed no longer produces the same region.'''''&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;
[[Image:593046736TheWorldofPagan.png]]&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;
&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 113 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;br /&gt;
&lt;br /&gt;
==== Seed 2967067655: An interesting site with a lot to offer ====&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
==== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ====&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Volcano + Vent surveys ====&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 92003: Respectable site, probably comparable to Paul's ====&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 2536495025: Another respectable site ====&lt;br /&gt;
&lt;br /&gt;
On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
&lt;br /&gt;
Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
&lt;br /&gt;
==== Seed 473220798 - A quirky one ====&lt;br /&gt;
The parameter title, not name, was &amp;amp;quot;SEED&amp;amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1205746126, Waterfall, Magma, Trees, Chalk, Sand, Minerals ====&lt;br /&gt;
&lt;br /&gt;
Need to select random name, which turns out to be &amp;amp;quot;Sil Num&amp;amp;quot;, created with version 33a or 33b.&lt;br /&gt;
Unfortunately it takes a *long* time because of 266 rejects !&lt;br /&gt;
&lt;br /&gt;
Nice starting site with nearly everything. Of particular note is the 9 level high waterfall in the SE corner of the selected region.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall-1205746126-location.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1639366901,  A location with practically everything ====&lt;br /&gt;
&lt;br /&gt;
46 rejects.&lt;br /&gt;
&lt;br /&gt;
This seed was the first I created, it has several volcano vents, but one in particular is just fantastic.  I can't remember the exact location, but a survey of all the volcano vents will eventually locate it.  &lt;br /&gt;
&lt;br /&gt;
(The starting location shown here is 7 up from the bottom, 7 in from the right on the world map, on a superscript 'n' -- [[User:Hapes|Hapes]])&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldofdragons.PNG]]&lt;br /&gt;
&lt;br /&gt;
Sand Types:  White and Red&lt;br /&gt;
Ore:  Iron, Aluminum and Adamantite... plus a lot more&lt;br /&gt;
Traders:  Dwarves, Elves, Humans&lt;br /&gt;
On-Map opposition:  Kobolds, Antmen, troglodytes, giant spiders. magmamen and more.&lt;br /&gt;
&lt;br /&gt;
Major Geographic features:  &lt;br /&gt;
&lt;br /&gt;
1) The river runs through a canyon, the northern half runs through a red sand basin, the bottom through lush forest.&lt;br /&gt;
&lt;br /&gt;
2) The canyon walls are sheer faces... there is no way to walk out of the river bed into the upper hills!&lt;br /&gt;
&lt;br /&gt;
3) The east bank has the magma, and white sand on the upper tiers to the north, and forests to the south. Be warned, magma channelers: There's a cave river directly below the eastern canyon cliff face. I lost a game by hitting that and overflowing. :/&lt;br /&gt;
&lt;br /&gt;
4) The west bank has a bottomless chasm, and tons of kobolds, trogs, antmen, giant spiders and probably more.  And is scattered with loot!  It appears the kobolds have been ambushing caravans for a while.... can you stop them?&lt;br /&gt;
&lt;br /&gt;
5) Torture chamber, underground river... so actually, it does have everything.&lt;br /&gt;
&lt;br /&gt;
Also:  The kobolds will actually ambush a caravan or two if you are lucky!&lt;br /&gt;
&lt;br /&gt;
And on and on.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1912015873: Mirthful Mountains ====&lt;br /&gt;
&lt;br /&gt;
This produces about 52 rejects, but some of them do a lot of thinking.&lt;br /&gt;
&lt;br /&gt;
In the middle of the map is a huge range of mirthful mountains.&lt;br /&gt;
&lt;br /&gt;
Whatever you'd want them for.&lt;br /&gt;
&lt;br /&gt;
==== Seed 2937366080: Palin's Epic Seed ====&lt;br /&gt;
Taken from: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;amp;f=11&amp;amp;amp;t=001161 Bay 12 Forums Thread]&lt;br /&gt;
&lt;br /&gt;
8 quick rejects.&lt;br /&gt;
&lt;br /&gt;
'''Generate with a random name.'''&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
Water Source, Iron, Limestone, Magma, Wood, Black Sand, Pit, Chasm, Massive amounts of gold and tetrahedrite, Considerable quantities of silver, platinum and gemstones, 20 layers of stone, Contact with all races.&lt;br /&gt;
&lt;br /&gt;
If you extend the area selection upwards by one, you can also find a natural waterfall that falls five levels or so, and if you extend the area selection downwards a few squares there's an underground river.&lt;br /&gt;
 &lt;br /&gt;
[[IMAGE:6ug4qyr.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 3508182976: VonGuard's seed ====&lt;br /&gt;
Has at least one place where you get an aquifer-free volcano with nearby water, sand, trees, etc.&lt;br /&gt;
&lt;br /&gt;
==== Seed 3273382988: Terrifying, Lava, Chasm, Cave River, Cave Lake, Iron (Magnetite), Mineral Rich ==== &lt;br /&gt;
&lt;br /&gt;
[[Image:Ewe.jpg]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3273382988]&lt;br /&gt;
&lt;br /&gt;
40 or so rejects.&lt;br /&gt;
&lt;br /&gt;
This is 90% the way to the seed of destiny that I've been looking for. What is missing:&lt;br /&gt;
&lt;br /&gt;
- Sand&lt;br /&gt;
- Adamantium (It's there, but in the opposite corner as everything else)&lt;br /&gt;
- Flux&lt;br /&gt;
&lt;br /&gt;
There is some flexibility in how you set up the fortress. The image above is what I'm using right now, but you can go in different directions and capture different features and mineral quantities.&lt;br /&gt;
&lt;br /&gt;
Location:&lt;br /&gt;
&lt;br /&gt;
World: 6 right, 2 down&lt;br /&gt;
Region: 8 right 8 down&lt;br /&gt;
&lt;br /&gt;
==== Seed 2401237437: Sand, Mountains, Magma, Chasms, Small Aquifer Area, Zombie Camels ====&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:2401237437]&lt;br /&gt;
77 Rejects&lt;br /&gt;
&lt;br /&gt;
[[Image:2401237437.jpg]]&lt;br /&gt;
&lt;br /&gt;
Clean white sand and an aquifer to the east, mountains to the west. There are two chasms, a caldera to the west of the magma tube, a spiderweb one to the north. There are some zombified camels running around and assorted chasm dwellers. Minerals are average, not very good for steel.&lt;br /&gt;
&lt;br /&gt;
==== Seed 19860728: Magma, River, Aboveground &amp;amp;quot;Cave Lake&amp;amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Found by Lord Dullard on the Bay 12 Games forum.&lt;br /&gt;
&lt;br /&gt;
'''Just thought I'd share this, as it's the coolest map I've seen generated yet. Of significant interest are the magma vent, the river (and its source), the *really* neat 'amphitheater' cave lake, and visible deposits of platinum/gold/hematite/aluminum/et cetera. There's a lot of stuff of note on the other Z-levels as well, including a fourteen or fifteen-level drop from the cliffs to the south.'''&lt;br /&gt;
&lt;br /&gt;
The cave lake is actually exposed to the surface (an entryway about 15 tiles wide leading directly to the surface, but roofed in by stone to keep the &amp;amp;quot;cave lake&amp;amp;quot; designation, and goes quite deep.&lt;br /&gt;
&lt;br /&gt;
[[Image:df-19860728.png]]&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://yrudaha.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://yrudaha.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== v0.27.169.33f ==&lt;br /&gt;
&lt;br /&gt;
=== Seed: 20717035 ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df1.jpg|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
biome 1: Rhyolite:Granite:Gabbro &lt;br /&gt;
&lt;br /&gt;
Biome 2:  Chalk:Granite:Diorite\&lt;br /&gt;
&lt;br /&gt;
Biome 3:  Sandy loom: Rhyolite:Granite:Gabbro Trees: Scarce Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Biome 4: Black Sand (Aquifer):Sandstone (Aquifer): Diorite:Granite Trees: Scarce (they are not kidding!), Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Contact - everyone&lt;br /&gt;
&lt;br /&gt;
* Adamantite in the bottom left quadrant.&lt;br /&gt;
* Bauxite&lt;br /&gt;
* Flux&lt;br /&gt;
* Sand&lt;br /&gt;
* A few trees&lt;br /&gt;
* 2 lava pits (visible at start)&lt;br /&gt;
* One cave&lt;br /&gt;
* One gargantuan chasm&lt;br /&gt;
* One long cave river &lt;br /&gt;
* Several pages of monsters after chasm and river discovered&lt;br /&gt;
* No surface river&lt;br /&gt;
* Top 198, bottom 134&lt;br /&gt;
&lt;br /&gt;
The Chasm and cave can easily be found after starting by looking for clues during game play (not cheating by using the stock menu.)&lt;br /&gt;
&lt;br /&gt;
If you extend the area upward 2 rows you will get the full chasm.&lt;br /&gt;
&lt;br /&gt;
Recommended small playing area: (have not verified that this still gives lava and part of the chasm) 6 wide and 8 high starting from the bottom left. You will loose 1 lava pit and the cave river as well as sections of the chasm. Cut in 2 columns from the left to give a 4 wide and 8 high section with very few trees. &lt;br /&gt;
&lt;br /&gt;
=== 196405198 ===&lt;br /&gt;
&lt;br /&gt;
full info at [[User:Chariot/SEED 196405198|SEED 196405198]]&lt;br /&gt;
&lt;br /&gt;
0 rejects&lt;br /&gt;
&lt;br /&gt;
10 locations pointed out with magma, flux, sand, water, magnetite(in sedementary layers), and trees(well, 1 location lacks sand)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== v0.27.169.33g ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
====Chicken Seed: #389311515====&lt;br /&gt;
[[Image:Chickenseedfix.png]]&lt;br /&gt;
&lt;br /&gt;
Only one reject. The location shown above has some magma right next to a brook... Lots of trees and plants, and plenty of sand. If you don't feel like you need the hills to the south, you can shrink the area a bit, there's nothing much else down that way.&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
==== Seed # 1999 &amp;quot;Prince's Revolutionary Party&amp;quot; seed ====&lt;br /&gt;
&lt;br /&gt;
[[Image:33g_seed_1999.png|400px]]&lt;br /&gt;
&lt;br /&gt;
4x6 map (39 rejects) Features:&lt;br /&gt;
* brook&lt;br /&gt;
* extensive cliffs&lt;br /&gt;
* magma lake surrounded by a lot of obsidian&lt;br /&gt;
* adamantium &amp;amp; pits with some bauxite to the east&lt;br /&gt;
* small chasm &lt;br /&gt;
* forested tiles&lt;br /&gt;
* hematite (not a lot.  Major steel production will require narrow iron shipments)&lt;br /&gt;
* flux (some marble, a lot of chalk)&lt;br /&gt;
* sand &lt;br /&gt;
* soil&lt;br /&gt;
* underground river with a waterfall into a mini-chasm&lt;br /&gt;
* abundant copper, a good bit of silver/gold, and some platinum/aluminum&lt;br /&gt;
* temperate climate&lt;br /&gt;
* access to all civs&lt;br /&gt;
* rock crystals are on the map but scarce, so consider trading for fey mood use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to 0x517A5D for his [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Troas|Troas]] 10:55, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Seed #223885 - Pretty much what I have been waiting for ====&lt;br /&gt;
&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG|643px]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Realm of Forever Start Seed #3094533934 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Cyclopean Planet of Tempests Seed #697480228 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Just another seed, I thought wold be nice (1291184248, v.33g) ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed1291184248.PNG|500px]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm (two of them, actually)&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*magnetite (at least one big cluster)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
*bauxite (level 144, to left of magma)&lt;br /&gt;
&lt;br /&gt;
*warm climate&lt;br /&gt;
*most dangerous animals - wolves&lt;br /&gt;
*access to all civs&lt;br /&gt;
&lt;br /&gt;
Starting in the {{K|F2}} biome will give you almost ideal starting position near the cliff wall, surrounded by trees, with a couple of nearby pools for your fish lovers (turtles, yay!).&lt;br /&gt;
&lt;br /&gt;
==== A tiny but interesting location.  Seed 1 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:0x517A5D_seed1_3x2_hard.PNG]]&lt;br /&gt;
&lt;br /&gt;
The aquifer does not cover the whole map; the haunted area doesn't either.&amp;lt;br/&amp;gt;I, of course, use my [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:15, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Doubleplusgood Seed #3480279584 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Doubleplusgood.png]]&lt;br /&gt;
&lt;br /&gt;
This is a rather cozy 5x4 area, it has all the basics, except for sand and surface river. &lt;br /&gt;
&lt;br /&gt;
* A ridiculous amount of adamantite (at least 3 levels of demon-free ore for a total of 215 units, 3 more levels with stairs (looks cool) away from the pits with probably at least twice that amount - i counted nearly 150 in a single level, and it got denser further down... the stairs connected to the pits themselves which don't have that much adamantite, maybe a hundred more or so. That's a lot!&lt;br /&gt;
* Magma pocket thingy (underground, doesn't extend all the way to the bottom either. about 4 levels high)&lt;br /&gt;
* Underground river&lt;br /&gt;
* A big cave lake (exposed)&lt;br /&gt;
* Some magnetite (single level, only one of 'em big round glob cluster things)&lt;br /&gt;
* Plenty of vegetation&lt;br /&gt;
* Round chasm&lt;br /&gt;
* Many ores, like copper and gold&lt;br /&gt;
* Tons (and I mean TONS) of limestone. Literally half the map.&lt;br /&gt;
* Tons of obsidian if you care about that. Literally, the other half of the map.&lt;br /&gt;
* If you need charcoal just burn the damn trees.&lt;br /&gt;
&lt;br /&gt;
It's possible that you can find more iron ore if you extend the map to the east, north and or/south.[[User:Sergius|Sergius]] 00:13, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Jackpot Seed: #7777777 ====&lt;br /&gt;
&lt;br /&gt;
6 rejects, made on Vista with version 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jackpot.png]]&lt;br /&gt;
&lt;br /&gt;
Very nice location with damn near everything in an average-size region.&lt;br /&gt;
&lt;br /&gt;
* '''Sand:''' In the bottom-left swamp area, also some at the top-middle.&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Yes.&lt;br /&gt;
* '''Flux:''' Some limestone up at the top-middle. Extend north to get more.&lt;br /&gt;
* '''Iron Ore:''' Should be a big splotch of magnetite up in the limestone.&lt;br /&gt;
* '''River:''' Above and below ground.&lt;br /&gt;
* '''Adamantine:''' Yes.&lt;br /&gt;
* '''Chasm:''' Yes.&lt;br /&gt;
* '''Magma:''' Yes; only four layers, though.&lt;br /&gt;
* '''Rock:''' All four types.&lt;br /&gt;
* '''Neighboring Civs:''' All four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only thing it doesn't have is a cave lake. If it's too big, you can remove the right column for no adamantine, the bottom row for no magma, the left column for less trees, or the top row for less/very little flux... I'd reccommend zilching the left column, there's a few trees up in the Flux biome.--[[User:Untelligent|Untelligent]] 15:17, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Near-Perfect Seed?====&lt;br /&gt;
&lt;br /&gt;
3636098340&lt;br /&gt;
&lt;br /&gt;
120 rejects, made on XP with 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Perfect.png]]&lt;br /&gt;
&lt;br /&gt;
This location can be extended another row to the North to greatly increase the number of trees.&lt;br /&gt;
&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Heavily forested, thick shrubs&lt;br /&gt;
* '''Flux:''' Unknown&lt;br /&gt;
* '''Ore:''' All but platinum&lt;br /&gt;
* '''Water:''' Brook, underground lake + river, lake is exposed&lt;br /&gt;
* '''Adamantine:''' Yes&lt;br /&gt;
* '''Chasm:''' Yes&lt;br /&gt;
* '''Magma:''' Yes, exposed&lt;br /&gt;
* '''Neighboring Civs:''' Unknown, believed to be all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Everything Seed 3x8 or 2x8 (1437770750)====&lt;br /&gt;
&lt;br /&gt;
[[Image:1437770750_3x8.jpg]]&lt;br /&gt;
&lt;br /&gt;
This location has everything located in a 3x8 or a 2x8 if you remove the brook. It has lava, demons, an underground river, lots of flux &amp;amp; magnetite, bauxite, lots of sand, trees, plants &amp;amp; ogres. It also has a medium-sized 3-ZLevel aquifer in the middle of the map. The river seems to be frozen during winter time and it does not have very steep cliffs (only 5 ZLevels from the highest point). (found with 0x517A5D's wonderful Regional Prospector w/ lava in the region map) --[[User:Polpoint|Polpoint]] 00:31, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Locations===&lt;br /&gt;
&lt;br /&gt;
====Secluded Mesa====&lt;br /&gt;
'''Seed: 3141592653'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Riverborn0.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Although having no other resources to speak of, this map has a unique, natural barrier formed by deep canyons with flowing water. An extremely defensive fort, with a large area useful for above-ground farming and woodcutting without disturbance from outsiders. Good for those who hate sieges.&lt;br /&gt;
&lt;br /&gt;
In addition, this location features a large amount of naturally-occurring fuels as well as at least one enormous deposit of magnetite, which lies on the mainland, southwest of the atoll on level -3.&amp;lt;br /&amp;gt;&lt;br /&gt;
16:48, 3 February 2008 (EST) {{User|InquisitorSaturn}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bay_12_Forums&amp;diff=131854</id>
		<title>Bay 12 Forums</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bay_12_Forums&amp;diff=131854"/>
		<updated>2010-11-17T22:30:16Z</updated>

		<summary type="html">&lt;p&gt;Esitowipefy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Colored Notice Box|#FF0000|This section has not been completely checked for accuracy since the old forums. Some information may be out of date.}} &lt;br /&gt;
&lt;br /&gt;
Link to Forum home page: [http://www.bay12games.com/forum/ '''Bay 12 Games'''/Forum]&lt;br /&gt;
&lt;br /&gt;
The official Bay 12 Games Forums are the major hub of fan-based activity and discussion surrounding the game.  Users can ask questions about game play, exchange stories of their exploits, advertise their own contributions (mods, tools, pregenerated worlds), make suggestions (which &amp;lt;b&amp;gt;might&amp;lt;/b&amp;gt; inspire [[Toady One]] but have no binding nature), or discuss the game in a general fashion.  [[Toady One]] is known to read the forums and respond to posts when he sees fit, but there is no guarantee for such a response nor any rights to it.  One important function offered, which does regularly involve [[Toady One]], is the possibility to report [[bugs|Bug]].  But, usually, activity on the forums is between fans only.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;==Rules==&lt;br /&gt;
&lt;br /&gt;
Contrary to popular myth, there are rules and laws on the internet, just as everywhere else in the world.&lt;br /&gt;
&lt;br /&gt;
While [[Toady One]] is very lenient in policing the forums, there are still rules of conduct you should try to abide by.&lt;br /&gt;
&lt;br /&gt;
====Check the Wiki====&lt;br /&gt;
&lt;br /&gt;
Before posting any questions, please try to find the answer to the question in the wiki. The wiki does offer a lot of information not found in the included help and thus is a useful resource.&lt;br /&gt;
&lt;br /&gt;
The wiki is created by the fans and as such not perfect. Besides searching for the first term that comes to mind, you should also try searching for related terms. Sometimes, features are listed only within articles about some of their constituents.&lt;br /&gt;
&lt;br /&gt;
====Check the FAQ====&lt;br /&gt;
&lt;br /&gt;
[[Toady One]] has provided an [http://www.bay12games.com/dwarves/faq.html FAQ page] answering some expected general questions. Since it provides answers to very different questions, checking it before starting a new discussion is well worth your time.&lt;br /&gt;
&lt;br /&gt;
====Check the Development Page====&lt;br /&gt;
&lt;br /&gt;
[[Toady One]] also maintains a detailed [http://www.bay12games.com/dwarves/dev.html development page]. Besides listing the current developments, it also lists reported bugs as well as long-term plans and ideas [[Toady One]] wishes to implement eventually.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are planning to report a bug, ask a question about a really unexpected behavior of the game, or have a good idea for new game features, this page can save you a lot of time as it keeps you from repeating what is already known.&lt;br /&gt;
&lt;br /&gt;
The development page is actually divided into several parts for easier theme based searching. If you are not sure where to look concerning an issue, there is also the [http://www.bay12games.com/dwarves/dev_single.html consolidated development page] which tries to summarize all the other pages. This can be used together with your browser's search feature to find things quickly.&lt;br /&gt;
&lt;br /&gt;
====Use the Search Function====&lt;br /&gt;
&lt;br /&gt;
The forums offer a search function (look in the upper right corner). The forums see a lot of activity day by day and thus chances are great that someone already asked the same question before or made a similar suggestion previously.&lt;br /&gt;
&lt;br /&gt;
Please note that the search function offers searching a single forum or all forums, defaulting to the forum  from where you visited the search function. There may be cases where people posted in an unexpected forum, so you might wish to search in all forums the issue you wish to discuss might fit in (for instance, questions about how to create certain structures in fortress mode could fit both in the &amp;amp;lt;i&amp;amp;gt;DF Gameplay Questions&amp;amp;lt;/i&amp;amp;gt;  or the &amp;amp;lt;i&amp;amp;gt;DF Dwarf Mode Discussions&amp;amp;lt;/i&amp;amp;gt; subforums.&lt;br /&gt;
&lt;br /&gt;
====Support Existing Threads====&lt;br /&gt;
&lt;br /&gt;
Instead of starting new threads, consider participating in threads already dealing with the issue. This is especially an important issue for suggestions as some of the obvious ones tend to resurface regularly.&lt;br /&gt;
&lt;br /&gt;
=== Important threads ===&lt;br /&gt;
&lt;br /&gt;
The following are threads which are considered useful for handling specific discussions.&lt;br /&gt;
&lt;br /&gt;
==== Threads to Read ====&lt;br /&gt;
* [http://www.bay12games.com/forum/eternal_voting.php DF Eternal Suggestion Voting] - Not strictly a thread (though [http://www.bay12games.com/forum/index.php?topic=24818.0 there is one associated with it]) - this is essentially the most recent (and dynamic) incarnation of the master list of popular suggestions - very useful as an index to find the thread for that suggestion that, no, you're ''not'' the first to think of.&lt;br /&gt;
''need more...''&lt;br /&gt;
==== Threads to Watch ====&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=21498.645 The NEW Future of the Fortress] - [[Toady One]] answers questions about new/planned features (don't forget to read the [[dev logs]].&lt;br /&gt;
''need more...''&lt;br /&gt;
==== Historical perspective ====&lt;br /&gt;
This is the list as it was when this page was created in April. Some links are broken due to the forum move and inability to find the thread again, and all of them are somewhat old.&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=4479 The BIGGEST gameplay problems with DF] - This thread has seen a major discussion about what people consider major obstacles for full enjoyment of the game. As such, it also includes ideas for solutions. Last active in September.&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=24622.0 Creating a magic system?] - This is one of the major discussions about the possible implementation of magic in Dwarf Fortress. The topic is active at the moment. (12.15.2008)&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=3192 Magic: By dwarfs for dwarfs] - This is one of the major discussions about possible dwarven magic. Last active in June.&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=4617.0 Occam's Razor: Dwarven Magic] - Another discussion about dwarven magic. Last active in March.&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=4731.0 Occam's Razor: Elven Magic] - Despite the title, the discussion is not limited to elven magic. Last active in March.&lt;br /&gt;
* Top 3 Suggestions - This is a list of the most common/preffered suggestions, add your favourites. If what you planned to post is listed here then don't make a new thread. Could not locate a thread by this name.&lt;br /&gt;
* Multiplayer Mod - Multiplayer is NOT being implemented in the forseeable future and therefore if you wish to discuss the problem it goes in the modding forum. Could not locate a thread by this name&lt;br /&gt;
* Stone &amp;amp;quot;problem&amp;amp;quot; - A lot of people have problems with the clutter of stone in a fortress and suggestions for ways of dealing with it. Search the suggestions forum for topics with the word 'stone' in the subject for another 50 examples. Could not locate a thread by this name&lt;br /&gt;
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=[http://ifawaqumeq.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
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=[http://ifawaqumeq.co.cc CLICK HERE]=&lt;br /&gt;
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&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
The official Bay 12 Games Forums can be found [http://www.bay12games.com/forum/index.php here].&lt;br /&gt;
&lt;br /&gt;
==Subforums==&lt;br /&gt;
&lt;br /&gt;
The official Bay 12 Games Forums consist of several subforums, most, but not all of which are concerned with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
===Announcements===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=8.0 forum] is a place where [[Toady One]] provides general announcements about Bay 12 Games. It does not offer any interactivity for fans.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress ===&lt;br /&gt;
&lt;br /&gt;
====DF Announcements====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=10.0 forum] is dedicated to announcements about Dwarf Fortress only. Besides the official statements by [[Toady One]], the threads here regularly see comments by fans, ranging from crash bug reports up to comments and praise about what has been announced (usually new release versions).&lt;br /&gt;
&lt;br /&gt;
====DF Bug Reports====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=6.0 forum] has a special role within the forums. This is the place where you should initially post bug reports. If the [[bug]] is already [[bug|known]], other fans may inform you about this. Likewise, if it is not a [[bug]] but a misunderstanding, it is likely to be resolved with the help of senior fans. If it is indeed a hitherto unknown [[bug]], [[Toady One]] himself may respond in your thread and most likely ask for necessary details or even a save file so he can check and eventually fix the [[bug]].&lt;br /&gt;
&lt;br /&gt;
====DF Suggestions====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=5.0 forum] is the place where fans can freely discuss ways of how the game could be improved. Any suggestions are welcome, ranging from minor changes to the display up to major additions like magic systems.&lt;br /&gt;
&lt;br /&gt;
While [[Toady One]] is known to visit this forum, these suggestions have no special status for him. If he likes an idea, he might implement it, but if not, the idea is not implemented. Because of this non-binding nature, &amp;lt;b&amp;gt;vote counting&amp;lt;/b&amp;gt; (which is also not automatically supported by the forums which are lacking a poll feature) is &amp;lt;b&amp;gt;meaningless&amp;lt;/b&amp;gt; and [[Toady One]] himself has recommended to refrain from using unqualified support posts (in other words, if you do like or dislike a suggestion, you should also state why you feel that way).&lt;br /&gt;
&lt;br /&gt;
Please keep in mind that [[Toady One]] is providing all of this voluntarily. You may try to outline what you consider a good idea and try to make it look appealing, but there are no obligations on [[Toady One]]'s part. Threatening or trying to blackmail [[Toady One]] is therefore meaningless.&lt;br /&gt;
&lt;br /&gt;
====DF Gameplay Questions====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=7.0 forum] is the place where you can go if you encounter something you do not understand, which neither looks like a [[bug]] nor is explained sufficiently in the wiki.&lt;br /&gt;
&lt;br /&gt;
Questions about specific game mechanisms are common, but people also often ask for advice about how to implement certain ideas or features there.&lt;br /&gt;
&lt;br /&gt;
====DF Dwarf Mode Discussion====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=11.0 forum] is especially dedicated to discussions about [[dwarf fortress mode]]. &lt;br /&gt;
&lt;br /&gt;
This forum usually contains discussions about either ideas for ways to play in [[fortress mode]] or experiences with [[fortress mode]]. The content therefore ranges from anecdotal to inspirational.&lt;br /&gt;
&lt;br /&gt;
====DF Adventure Mode Discussion====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=12.0 forum] is the counterpart to the previously described forum. It is dedicated to discussions about [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Like its [[fortress mode]] counterpart, this forum ranges from ideas to anecdotes as people describe both their experiences as well as their ideas for [[adventurer mode]] playing.&lt;br /&gt;
&lt;br /&gt;
====DF Community Games &amp;amp; Stories====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=14.0 forum] is the youngest of the forums and dedicated to discussions about community games and stories.&lt;br /&gt;
&lt;br /&gt;
In this forum, fans can advertise their community games, succession games, and the like and also handle the actually post exchange that is required for organizing such events. And they also exchange the stories of what happens in the game. Please note that, like the other forums, this forum does not offer upload facilities.&lt;br /&gt;
&lt;br /&gt;
====DF Modding====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is dedicated to discussions about [[modding]].&lt;br /&gt;
&lt;br /&gt;
Fans use it to advertise their mods, exchange experiences with the modding process, and also ask and answer questions about how to mod the game successfully.&lt;br /&gt;
&lt;br /&gt;
====DF General Discussion====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=2.0 forum] is the catch for all forum for dwarf fortress. Any discussions that do not fit nicely in any of the other DF forums go here.&lt;br /&gt;
&lt;br /&gt;
Topics here range from random ranting only losely related to the game, over dwarf fortress' public image, fanart exchanges, general thoughts on the game, [[Toady One]], and the developments surrounding both.&lt;br /&gt;
&lt;br /&gt;
A noteworthy special feature are the &amp;lt;i&amp;gt;Future of the Fortress&amp;lt;/i&amp;gt; threads started by [[Toady One]] himself to discuss the development. This feature is noteworthy since its content somewhat overlaps with the DF Announcement forum and the suggestion forum.&lt;br /&gt;
&lt;br /&gt;
===Other Projects===&lt;br /&gt;
&lt;br /&gt;
====Slaves to Armok: God of Blood====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=1.0 forum] is dedicated to discussions concerning the predecessor of dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
====Curses====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=3.0 forum] is dedicated to discussions about other ASCII based games by Bay 12 Games.&lt;br /&gt;
&lt;br /&gt;
====Other Games====&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=4.0 forum] is dedicated to discussions about non-ASCII games by Bay 12 Games as well as gaming in general.&lt;br /&gt;
&lt;br /&gt;
===Finally...===&lt;br /&gt;
====Various Nonsense====&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=9.0 forum] is dedicated to meaningless and general banter. People discuss politics, their pen names, riddles, and heaven knows what else there.&lt;br /&gt;
&lt;br /&gt;
====Forum Games and Roleplaying====&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?board=15.0 Exactly what it says on the tin.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Esitowipefy</name></author>
	</entry>
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