<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gorfob</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gorfob"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Gorfob"/>
	<updated>2026-06-23T01:29:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=28193</id>
		<title>40d:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=28193"/>
		<updated>2009-06-16T06:00:25Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cave adaptation''' is a condition that happens to your dwarves after spending too much time underground.  It is unclear as to how much time underground causes cave adaptation, and there is no way to tell if a dwarf has cave adaptation simply by looking at their various stats.&lt;br /&gt;
&lt;br /&gt;
When a dwarf with cave adaptation goes outside, the dwarf will gain one of two negative [[thought]]s.  If the dwarf has mild cave adaptation, he will gain the thought 'irritated by the sun recently', and suffer no other effects.  A dwarf with serious cave adaptation will gain the thought, 'nauseated by the sun recently' and will [[vomit]] all over the ground.  While vomiting a dwarf is unable to defend himself, which can be a problem during combat.  A dwarf with cave adaptation may end up with a [[stun]] status when exposed to the sun.&lt;br /&gt;
&lt;br /&gt;
A dwarf with the description, 'likes working outdoors and only grumbles mildly at inclement weather' is no more resistant to cave adaptation than a regular dwarf is.  Likewise, dwarves that like working outdoors may even have cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Fortunately, cave adaptation is not a serious issue.  The unhappy thought from serious cave adaptation is strong (strong enough to totally negate the &amp;quot;slept in a room like a personal palace&amp;quot; happy thought), and can easily push already unhappy dwarves over the edge, but it is very controllable.  Setting up a meeting area outside and above ground with items that cause powerful happy thoughts: very valuable [[statue]]s are the best bet here.  Be sure to wall it in or otherwise protect it so the area is not a liability during a [[siege]].  Dwarves will come out, admire the items in the meeting area, get a happy thought, then vomit all over themselves.  If you do it right, you break about even.  Prolonged, regular exposure to sunlight WILL cure cave adaptation, so this technique could be considered a controlled catharsis.  Dwarves who vomit all the time don't seem to get hungry any faster.&lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outside, cave adaptation can create the amusing scene of thirty dwarves carrying goods to the depot all emerging and throwing up at once.  Fortunately, the merchants seem to take this in stride, and it doesn't seem to negatively affect negotiations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preventing and curing cave adaptation ==&lt;br /&gt;
&lt;br /&gt;
Curing and prevention of cave adaptation are achieved through the same means: regular, extended exposure to ''outdoor'' sunlight.  ''Indoor'' sunlight will not treat, nor will it trigger, cave adaptation.  An ''outdoor'' area to fight cave adaptation may be accomplished by having a [[meeting area]] or [[statue garden]] exposed to sunlight, with no roof.&lt;br /&gt;
&lt;br /&gt;
Occasional or brief exposures to sunlight cannot prevent cave adaption.&lt;br /&gt;
&lt;br /&gt;
Negative [[thoughts]] cannot be prevented in those who suffer cave adaptation, but can be treated with a really, really awesome dining room.&lt;br /&gt;
&lt;br /&gt;
If all else fails, simply give up on the outside world and have your dwarves spend the rest of your fortress's life lurking in the bottom of a dark cave gnawing on a cold [[plump helmet]].&lt;br /&gt;
&lt;br /&gt;
You can also remove this tag from the dwarves RAW files if you really wish too. Under &amp;quot;creature_standard.txt&amp;quot; remove the [CAVE_ADAPT] line and save.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vomit]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Accent_Removal&amp;diff=42846</id>
		<title>Utility:Accent Removal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Accent_Removal&amp;diff=42846"/>
		<updated>2009-02-24T05:27:31Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: Found a copy of the more recent file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Rj-unitlist.png|thumb|right|Replacing accented letters with normal ones in the raws fixes this problem.]]&lt;br /&gt;
You can remove accents from your texts - this even works on existing worlds.&lt;br /&gt;
&lt;br /&gt;
Download [http://www.inforapid.de/html/searchreplace.htm Inforapid Search and Replace.]&lt;br /&gt;
&lt;br /&gt;
Save the list below to a text file.&lt;br /&gt;
&lt;br /&gt;
Find the following files in DF\raw\objects:&lt;br /&gt;
*language_DWARF.txt&lt;br /&gt;
*language_ELF.txt&lt;br /&gt;
*language_GOBLIN.txt&lt;br /&gt;
*language_HUMAN.txt&lt;br /&gt;
&lt;br /&gt;
Select them all, right-click and choose 'Search with InfoRapid' from the menu.&lt;br /&gt;
&lt;br /&gt;
Click the Replace tab that shows up in the lower half of the window.&lt;br /&gt;
&lt;br /&gt;
Select your text file from before in the Replace With field, make sure Replace is set to 'Whole Search Expression' and click Start.&lt;br /&gt;
&lt;br /&gt;
A prompt will appear asking for confirmation. Check the Replace All button and click Yes. When the program stops running you are done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;„&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt; &amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ƒ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;†&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;…&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;c&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‰&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‚&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Š&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ˆ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‹&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;CaseSensitive&amp;gt;Yes&amp;lt;/CaseSensitive&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Œ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¤&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;n&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;•&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;”&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;“&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¢&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;—&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;–&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;£&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;˜&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;y&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Accent_Removal&amp;diff=42845</id>
		<title>Utility:Accent Removal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Accent_Removal&amp;diff=42845"/>
		<updated>2009-02-24T05:24:11Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: Undo revision 30871 by Jackard (Talk) - Hosted file lost restoring list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Rj-unitlist.png|thumb|right|Replacing accented letters with normal ones in the raws fixes this problem.]]&lt;br /&gt;
You can remove accents from your texts - this even works on existing worlds.&lt;br /&gt;
&lt;br /&gt;
1. Download [http://www.inforapid.de/html/searchreplace.htm Inforapid Search and Replace.]&amp;lt;br&amp;gt;&lt;br /&gt;
2. Save the list below to a text file.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Find the following files in DF\raw\objects:&amp;lt;br&amp;gt;&lt;br /&gt;
*language_DWARF.txt&lt;br /&gt;
*language_ELF.txt&lt;br /&gt;
*language_GOBLIN.txt&lt;br /&gt;
*language_HUMAN.txt&lt;br /&gt;
&lt;br /&gt;
4. Select them all, right-click and choose 'Search with InfoRapid' from the menu.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Click the Replace tab that shows up in the lower half of the window.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Select your text file from before in the Replace With field, make sure Replace is set to 'Whole Search Expression' and click Start.&amp;lt;br&amp;gt;&lt;br /&gt;
7. A prompt will appear asking for confirmation. Check the Replace All button and click Yes.&lt;br /&gt;
&lt;br /&gt;
When the program stops running you are done. Go ahead and close InfoRapid, no need to save search results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;„&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt; &amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ƒ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;†&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;…&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;c&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‚&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Š&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ˆ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‰&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Œ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‹&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¤&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;n&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;•&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;”&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;“&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¢&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;—&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;–&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;£&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;˜&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;y&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Autonomous_Font.png&amp;diff=47191</id>
		<title>File:Autonomous Font.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Autonomous_Font.png&amp;diff=47191"/>
		<updated>2009-02-19T05:42:06Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: added &amp;lt;pre&amp;gt; tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Autonomous Font by Spreggo.&lt;br /&gt;
16x16&lt;br /&gt;
Includes alternative tiles for the different sorts of stones and ores.&lt;br /&gt;
Edit accordingly:&lt;br /&gt;
&lt;br /&gt;
'''matgloss_stone_layer.txt'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
matgloss_stone_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:SANDSTONE]&lt;br /&gt;
[NAME:sandstone][COLOR:6:7:0][TILE:'131']&lt;br /&gt;
[SEDIMENTARY][AQUIFER][SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:SILTSTONE]&lt;br /&gt;
[NAME:siltstone][COLOR:6:7:0][TILE:'131']&lt;br /&gt;
[SEDIMENTARY]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:MUDSTONE]&lt;br /&gt;
[NAME:mudstone][COLOR:6:7:0][TILE:131']&lt;br /&gt;
[SEDIMENTARY]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:SHALE]&lt;br /&gt;
[NAME:shale][COLOR:0:7:1][TILE:131]&lt;br /&gt;
[SEDIMENTARY][SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:CLAYSTONE]&lt;br /&gt;
[NAME:claystone][COLOR:0:7:1][TILE:131]&lt;br /&gt;
[SEDIMENTARY]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:ROCK_SALT]&lt;br /&gt;
[NAME:rock salt][COLOR:7:7:1][TILE:131]&lt;br /&gt;
[SEDIMENTARY]&lt;br /&gt;
[SOLID_DENSITY:2100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:LIMESTONE]&lt;br /&gt;
[NAME:limestone][COLOR:7:7:1][TILE:131][REACTION_CLASS:FLUX]&lt;br /&gt;
[SEDIMENTARY][SEDIMENTARY_OCEAN_DEEP]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:CONGLOMERATE]&lt;br /&gt;
[NAME:conglomerate][COLOR:6:7:0][TILE:131]&lt;br /&gt;
[SEDIMENTARY][AQUIFER][SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:DOLOMITE]&lt;br /&gt;
[NAME:dolomite][COLOR:7:7:1][TILE:131][REACTION_CLASS:FLUX]&lt;br /&gt;
[SEDIMENTARY]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:131]&lt;br /&gt;
[SEDIMENTARY]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:CHERT]&lt;br /&gt;
[NAME:chert][COLOR:6:7:0][TILE:131]&lt;br /&gt;
[SEDIMENTARY]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:CHALK]&lt;br /&gt;
[NAME:chalk][COLOR:7:7:1][TILE:131][REACTION_CLASS:FLUX]&lt;br /&gt;
[SEDIMENTARY]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:GRANITE]&lt;br /&gt;
[NAME:granite][COLOR:7:0:0][TILE:132]&lt;br /&gt;
[IGNEOUS_INTRUSIVE]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:DIORITE]&lt;br /&gt;
[NAME:diorite][COLOR:0:7:1][TILE:132]&lt;br /&gt;
[IGNEOUS_INTRUSIVE]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:GABBRO]&lt;br /&gt;
[NAME:gabbro][COLOR:0:7:1][TILE:132]&lt;br /&gt;
[IGNEOUS_INTRUSIVE]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:RHYOLITE]&lt;br /&gt;
[NAME:rhyolite][COLOR:0:7:1][TILE:133]&lt;br /&gt;
[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:BASALT]&lt;br /&gt;
[NAME:basalt][COLOR:0:7:1][TILE:133]&lt;br /&gt;
[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:ANDESITE]&lt;br /&gt;
[NAME:andesite][COLOR:0:7:1][TILE:133]&lt;br /&gt;
[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:FELSITE]&lt;br /&gt;
[NAME:felsite][COLOR:0:7:1][TILE:133]&lt;br /&gt;
[BASIC_COLOR:7:0]&lt;br /&gt;
[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:OBSIDIAN]&lt;br /&gt;
[NAME:obsidian][COLOR:0:7:1][TILE:133][LAVA][SHARP]&lt;br /&gt;
[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:QUARTZITE]&lt;br /&gt;
[NAME:quartzite][COLOR:7:7:1][TILE:134]&lt;br /&gt;
[METAMORPHIC]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:SLATE]&lt;br /&gt;
[NAME:slate][COLOR:0:7:1][TILE:134]&lt;br /&gt;
[METAMORPHIC]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:PHYLLITE]&lt;br /&gt;
[NAME:phyllite][COLOR:0:7:1][TILE:134]&lt;br /&gt;
[BASIC_COLOR:7:0]&lt;br /&gt;
[METAMORPHIC]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:SCHIST]&lt;br /&gt;
[NAME:schist][COLOR:6:7:0][TILE:134]&lt;br /&gt;
[METAMORPHIC]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:GNEISS]&lt;br /&gt;
[NAME:gneiss][COLOR:7:7:1][TILE:134]&lt;br /&gt;
[BASIC_COLOR:7:0]&lt;br /&gt;
[METAMORPHIC]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:MARBLE]&lt;br /&gt;
[NAME:marble][COLOR:7:7:1][TILE:134][REACTION_CLASS:FLUX]&lt;br /&gt;
[METAMORPHIC]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''matgloss_stone_mineral.txt'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
matgloss_stone_mineral&lt;br /&gt;
&lt;br /&gt;
[OBJECT:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:HEMATITE]&lt;br /&gt;
[NAME:hematite][COLOR:4:7:0][TILE:136]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:VEIN:100]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:IRON:100]&lt;br /&gt;
[SOLID_DENSITY:5100]&lt;br /&gt;
[VALUE:8]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:LIMONITE]&lt;br /&gt;
[NAME:limonite][COLOR:6:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:IRON:100]&lt;br /&gt;
[SOLID_DENSITY:3796]&lt;br /&gt;
[VALUE:8]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:GARNIERITE]&lt;br /&gt;
[NAME:garnierite][COLOR:2:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT_SPEC:GABBRO:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:NICKEL:100]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:GOLD]&lt;br /&gt;
[NAME:native gold][STONE_NAME:gold nuggets][COLOR:6:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_ALL:VEIN:100]&lt;br /&gt;
[ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:GOLD:100]&lt;br /&gt;
[SOLID_DENSITY:19320]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:SILVER]&lt;br /&gt;
[NAME:native silver][STONE_NAME:silver nuggets][COLOR:7:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT_SPEC:GRANITE:VEIN:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:GNEISS:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:SILVER:100]&lt;br /&gt;
[SOLID_DENSITY:10490]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:COPPER]&lt;br /&gt;
[NAME:native copper][STONE_NAME:copper nuggets][COLOR:6:7:0][TILE:136]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:SANDSTONE:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:COPPER:100]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:MALACHITE]&lt;br /&gt;
[NAME:malachite][COLOR:2:7:0][TILE:136]&lt;br /&gt;
[ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:MARBLE:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:COPPER:100]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:GALENA]&lt;br /&gt;
[NAME:galena][COLOR:7:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:VEIN:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:GRANITE:VEIN:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:LEAD:100]&lt;br /&gt;
[METAL_ORE:SILVER:50]&lt;br /&gt;
[SOLID_DENSITY:7500]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:SPHALERITE]&lt;br /&gt;
[NAME:sphalerite][COLOR:0:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:ZINC:100]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:CASSITERITE]&lt;br /&gt;
[NAME:cassiterite][COLOR:6:7:0][TILE:136]&lt;br /&gt;
[ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:GRANITE:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:TIN:100]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:COAL_BITUMINOUS]&lt;br /&gt;
[NAME:bituminous coal][COLOR:0:7:1][TILE:15]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:15]&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
[IGNITE_POINT:11440]&lt;br /&gt;
[MELTING_POINT:NONE]&lt;br /&gt;
[BOILING_POINT:16708]&lt;br /&gt;
[SOLID_DENSITY:1346]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:LIGNITE]&lt;br /&gt;
[NAME:lignite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:VEIN:100]&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
[IGNITE_POINT:11440]&lt;br /&gt;
[MELTING_POINT:NONE]&lt;br /&gt;
[BOILING_POINT:16708]&lt;br /&gt;
[SOLID_DENSITY:1346]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:PLATINUM]&lt;br /&gt;
[NAME:native platinum][STONE_NAME:platinum nuggets][COLOR:7:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:OLIVINE:VEIN:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:MAGNETITE:VEIN:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:CHROMITE:CLUSTER_SMALL:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:PLATINUM:100]&lt;br /&gt;
[SOLID_DENSITY:21400]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
&lt;br /&gt;
ore of mercury, powdered gives vermilion dye&lt;br /&gt;
[MATGLOSS_STONE:CINNABAR]&lt;br /&gt;
[NAME:cinnabar][COLOR:4:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:SHALE:VEIN:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:COBALTITE]&lt;br /&gt;
[NAME:cobaltite][COLOR:1:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_ALL:VEIN:100]&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[SOLID_DENSITY:6295]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:TETRAHEDRITE]&lt;br /&gt;
[NAME:tetrahedrite][COLOR:0:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:ALL_STONE:VEIN:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:COPPER:100]&lt;br /&gt;
[METAL_ORE:SILVER:20]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:HORN_SILVER]&lt;br /&gt;
[NAME:horn silver][COLOR:7:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT_SPEC:SILVER:CLUSTER_SMALL:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:SILVER:100]&lt;br /&gt;
[SOLID_DENSITY:10490]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
&lt;br /&gt;
this is common gypsum, 3 vars below, any gypsum can be heated to and then mixed with water to make plaster&lt;br /&gt;
[MATGLOSS_STONE:GYPSUM]&lt;br /&gt;
[NAME:gypsum][COLOR:6:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:CLUSTER:100]&lt;br /&gt;
[SOLID_DENSITY:2787]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:TALC]&lt;br /&gt;
[NAME:talc][COLOR:7:7:1][TILE:'156']&lt;br /&gt;
[ENVIRONMENT_SPEC:DOLOMITE:CLUSTER:100]&lt;br /&gt;
[SOLID_DENSITY:2691]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:JET]&lt;br /&gt;
[NAME:jet][COLOR:0:7:1][TILE:176]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:CLUSTER:156]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:PUDDINGSTONE]&lt;br /&gt;
[NAME:puddingstone][COLOR:6:7:0][TILE:132]&lt;br /&gt;
[ENVIRONMENT_SPEC:CONGLOMERATE:CLUSTER:100][AQUIFER]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:PETRIFIED_WOOD]&lt;br /&gt;
[NAME:petrified wood][COLOR:4:7:1][TILE:131]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:GRAPHITE]&lt;br /&gt;
[NAME:graphite][COLOR:0:7:1][TILE:156]&lt;br /&gt;
comes from metamorphism of sedimentary rocks&lt;br /&gt;
[ENVIRONMENT_SPEC:GNEISS:CLUSTER_SMALL:100]gneiss can come from shale (sed.) or granite (ign.)&lt;br /&gt;
[ENVIRONMENT_SPEC:QUARTZITE:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:SCHIST:CLUSTER_SMALL:100]&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
[IGNITE_POINT:11440]&lt;br /&gt;
[MELTING_POINT:NONE]&lt;br /&gt;
[BOILING_POINT:16708]&lt;br /&gt;
[SOLID_DENSITY:2160]&lt;br /&gt;
&lt;br /&gt;
brimstone is a better name for sulfur than sulfur, but this is just sulfur&lt;br /&gt;
[MATGLOSS_STONE:BRIMSTONE]&lt;br /&gt;
[NAME:brimstone][COLOR:6:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]&lt;br /&gt;
[SOLID_DENSITY:2070]&lt;br /&gt;
&lt;br /&gt;
kimberlite can have diamonds&lt;br /&gt;
[MATGLOSS_STONE:KIMBERLITE]&lt;br /&gt;
[NAME:kimberlite][COLOR:1:7:0][TILE:131]&lt;br /&gt;
[ENVIRONMENT_SPEC:GABBRO:VEIN:100]&lt;br /&gt;
&lt;br /&gt;
ore of bismuth&lt;br /&gt;
[MATGLOSS_STONE:BISMUTHINITE]&lt;br /&gt;
[NAME:bismuthinite][COLOR:7:7:1][TILE:136]&lt;br /&gt;
[BASIC_COLOR:7:0]&lt;br /&gt;
[ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:BISMUTH:100]&lt;br /&gt;
&lt;br /&gt;
arsenic sulfide&lt;br /&gt;
[MATGLOSS_STONE:REALGAR]&lt;br /&gt;
[NAME:realgar][COLOR:4:7:1][TILE:134]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
another arsenic sulfide, comes from realgar&lt;br /&gt;
[MATGLOSS_STONE:ORPIMENT]&lt;br /&gt;
[NAME:orpiment][COLOR:6:7:1][TILE:134]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
ore of antimony&lt;br /&gt;
[MATGLOSS_STONE:STIBNITE]&lt;br /&gt;
[NAME:stibnite][COLOR:7:7:1][TILE:15]&lt;br /&gt;
[BASIC_COLOR:7:0]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:MARCASITE]&lt;br /&gt;
[NAME:marcasite][COLOR:7:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT_SPEC:KAOLINITE:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
KCl, can be used/processed to fertilizer, destroyed by water -- should only be in very dry environments&lt;br /&gt;
[MATGLOSS_STONE:SYLVITE]&lt;br /&gt;
[NAME:sylvite][COLOR:6:7:1][TILE:134]&lt;br /&gt;
[ENVIRONMENT_SPEC:ROCK_SALT:CLUSTER:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:CRYOLITE]&lt;br /&gt;
[NAME:cryolite][COLOR:7:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:PERICLASE]&lt;br /&gt;
[NAME:periclase][COLOR:7:7:1][TILE:134]&lt;br /&gt;
[ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
a major titanium ore but can't refine through smelting (see e.g. Kroll process)&lt;br /&gt;
[MATGLOSS_STONE:ILMENITE]&lt;br /&gt;
[NAME:ilmenite][COLOR:0:7:1][TILE:134]&lt;br /&gt;
[ENVIRONMENT_SPEC:GABBRO:CLUSTER_SMALL:100]&lt;br /&gt;
[SOLID_DENSITY:2307]&lt;br /&gt;
&lt;br /&gt;
another titanium ore, same comment applies&lt;br /&gt;
[MATGLOSS_STONE:RUTILE]&lt;br /&gt;
[NAME:rutile][COLOR:5:7:0][TILE:134]&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:MAGNETITE]&lt;br /&gt;
[NAME:magnetite][COLOR:0:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:CLUSTER:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:IRON:100]&lt;br /&gt;
[SOLID_DENSITY:5046]&lt;br /&gt;
[VALUE:8]&lt;br /&gt;
&lt;br /&gt;
to actually get chromium, have to heat 'in the presence of aluminum or silicon'&lt;br /&gt;
	might use in stainless steel making, but not sure how that should work&lt;br /&gt;
[MATGLOSS_STONE:CHROMITE]&lt;br /&gt;
[NAME:chromite][COLOR:0:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT_SPEC:OLIVINE:VEIN:100]&lt;br /&gt;
[SOLID_DENSITY:2162]&lt;br /&gt;
&lt;br /&gt;
major source of manganese&lt;br /&gt;
	might use in steel making, but not sure how that should work&lt;br /&gt;
[MATGLOSS_STONE:PYROLUSITE]&lt;br /&gt;
[NAME:pyrolusite][COLOR:0:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
this is uranium oxide, but was possibly used for glazing ceramics (colored glass most likely came later involving refinement beyond our tech level)&lt;br /&gt;
[MATGLOSS_STONE:PITCHBLENDE]&lt;br /&gt;
[NAME:pitchblende][COLOR:5:7:0][TILE:133]&lt;br /&gt;
[ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
an ore of aluminum, but through a too-advanced process, in-game as the source of the corundum gemstones (ruby and sapphire)&lt;br /&gt;
bauxite melts around 2000C, so it's not practical to smelt it for aluminum (magma only goes up to 1300-1400)&lt;br /&gt;
[MATGLOSS_STONE:BAUXITE]&lt;br /&gt;
[NAME:bauxite][COLOR:4:7:0][TILE:139]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:CLUSTER:100]&lt;br /&gt;
[MELTING_POINT:13600]&lt;br /&gt;
[BOILING_POINT:15000]&lt;br /&gt;
&lt;br /&gt;
aluminum can occasionally be found in its free form in environments that like oxygen, volcanic muds were mentioned&lt;br /&gt;
[MATGLOSS_STONE:ALUMINUM]&lt;br /&gt;
[NAME:native aluminum][COLOR:7:7:1][TILE:132]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:ALUMINUM:100]&lt;br /&gt;
[SOLID_DENSITY:2700]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:BORAX]&lt;br /&gt;
[NAME:borax][COLOR:7:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:ROCK_SALT:CLUSTER:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:OLIVINE]&lt;br /&gt;
[NAME:olivine][COLOR:2:7:0][TILE:156]&lt;br /&gt;
[ENVIRONMENT_SPEC:GABBRO:CLUSTER:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:HORNBLENDE]&lt;br /&gt;
[NAME:hornblende][COLOR:0:7:1][TILE:132]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
used as a main component of porcelain, and in cosmetics&lt;br /&gt;
[MATGLOSS_STONE:KAOLINITE]&lt;br /&gt;
[NAME:kaolinite][COLOR:4:7:0][TILE:129]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:CLUSTER:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:SERPENTINE]&lt;br /&gt;
[NAME:serpentine][COLOR:2:7:0][TILE:247]&lt;br /&gt;
[ENVIRONMENT_SPEC:OLIVINE:CLUSTER_SMALL:100]&lt;br /&gt;
&lt;br /&gt;
used with kaolinite sometimes for ceramics&lt;br /&gt;
[MATGLOSS_STONE:ORTHOCLASE]&lt;br /&gt;
[NAME:orthoclase][COLOR:6:7:1][TILE:136]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_INTRUSIVE:CLUSTER:100]&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER:100]&lt;br /&gt;
&lt;br /&gt;
used with kaolinite sometimes for ceramics&lt;br /&gt;
[MATGLOSS_STONE:MICROCLINE]&lt;br /&gt;
[NAME:microcline][COLOR:3:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT:ALL_STONE:CLUSTER:100]&lt;br /&gt;
&lt;br /&gt;
mica group contains various minerals, this is based on muscovite&lt;br /&gt;
[MATGLOSS_STONE:MICA]&lt;br /&gt;
[NAME:mica][COLOR:0:7:1][TILE:131]&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:GRANITE:CLUSTER:100]&lt;br /&gt;
[SOLID_DENSITY:2883]&lt;br /&gt;
&lt;br /&gt;
main constituent of limestone, but can be found as crystal&lt;br /&gt;
[MATGLOSS_STONE:CALCITE]&lt;br /&gt;
[NAME:calcite][COLOR:7:7:1][TILE:129]&lt;br /&gt;
[REACTION_CLASS:FLUX]&lt;br /&gt;
[ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
&lt;br /&gt;
potassium nitrate, good for fertilizer and blowing things up with carbon and sulfur&lt;br /&gt;
[MATGLOSS_STONE:SALTPETER]&lt;br /&gt;
[NAME:saltpeter][COLOR:6:7:1][TILE:129]&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]&lt;br /&gt;
[SOLID_DENSITY:1201]&lt;br /&gt;
&lt;br /&gt;
a gypsum&lt;br /&gt;
[MATGLOSS_STONE:ALABASTER]&lt;br /&gt;
[NAME:alabaster][COLOR:7:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]&lt;br /&gt;
[SOLID_DENSITY:2787]&lt;br /&gt;
&lt;br /&gt;
a gypsum&lt;br /&gt;
[MATGLOSS_STONE:SELENITE]&lt;br /&gt;
[NAME:selenite][COLOR:7:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]&lt;br /&gt;
[SOLID_DENSITY:2787]&lt;br /&gt;
&lt;br /&gt;
a gypsum&lt;br /&gt;
[MATGLOSS_STONE:SATINSPAR]&lt;br /&gt;
[NAME:satinspar][COLOR:7:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]&lt;br /&gt;
[SOLID_DENSITY:2787]&lt;br /&gt;
&lt;br /&gt;
gypsum without water&lt;br /&gt;
[MATGLOSS_STONE:ANHYDRITE]&lt;br /&gt;
[NAME:anhydrite][COLOR:7:7:1][TILE:156]&lt;br /&gt;
[BASIC_COLOR:7:0]&lt;br /&gt;
[ENVIRONMENT_SPEC:GYPSUM:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:SATINSPAR:CLUSTER_ONE:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:ALABASTER:CLUSTER_ONE:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:SELENITE:CLUSTER_ONE:100]&lt;br /&gt;
[SOLID_DENSITY:2787]&lt;br /&gt;
&lt;br /&gt;
used to make alum, a mordant/deoderant/used in tanning/fire retardent/astringent/preservative, &lt;br /&gt;
although alunite makes potassium alum and ammonium alum might be the one for tanning&lt;br /&gt;
[MATGLOSS_STONE:ALUNITE]&lt;br /&gt;
[NAME:alunite][COLOR:7:7:1][TILE:156]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER:100]&lt;br /&gt;
[ENVIRONMENT_SPEC:KAOLINITE:CLUSTER:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_STONE:RAW_ADAMANTINE]&lt;br /&gt;
[NAME:raw adamantine][COLOR:3:7:1][TILE:139]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[VALUE:250]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:25000]&lt;br /&gt;
[BOILING_POINT:50000]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[THREAD_METAL:ADAMANTINE:100]&lt;br /&gt;
[DEEP]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=33004</id>
		<title>User talk:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=33004"/>
		<updated>2008-07-28T22:26:29Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Problems/Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Comments=&lt;br /&gt;
&lt;br /&gt;
I love how the tiles are coming along.&amp;lt;br&amp;gt;&lt;br /&gt;
I really hope you decide to eventually merge all these tilesets (and the many more to come it looks like) into your own format with your own .txt to help you expand as you go on.--[[User:N9103|Edward]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
:Thanks.  merging/consolidating is in the plans, but it will happen only when things are more or less complete enough.  Right now, it is hard as I do one or two tiles at a time and only when I see them.  After I consolidate more tiles, I think I will first release a DQ compatible version, so that existing users of DQ can easily try things out by just replacing the BMP files without messing with the text data.  -- [[User:Sphr|Sphr]] 05:09, 29 December 2007 (EST)&lt;br /&gt;
::It really seems like you're going through a lot of hoops to keep everything compatible with DQ. I say screw that, stop limiting yourself :) Your sets are great. Thanks for making them.--[[User:Siliziumleben|Siliziumleben]] 22:08, 2 January 2008 (EST)&lt;br /&gt;
:::I guess it may have to come to what you've said, as I discovered more problems with DQ's text data.  Originally, I wanted to make it easier to update certain tiles simply by overwriting the image file.  And since my tiles are still sparse, I myself am still using DR tiles in DQ organization for most other tiles that I have not got around to doing.  But I guess with all the new differences, it may not be feasible anymore.  I've decided to still keep things DQ compatible if it is convenient for me, but will incorporate my own changes where I feel it should. Should be releasing the updated human (still lack zombies) and the first couple of creature tile pages soon.  Thanks for your comments! -- [[User:Sphr|Sphr]] 21:25, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You still working on these? They are really excellent. Don't bother with keeping it DQ compatible its not hard to follow your directions and get it working anyway takes about 5 minutes. Keep up the good work man --[[User:Gorfob|Gorfob]] 22:20, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey Sphr, I created a new version of the 12x12 mod using scaled and sharpened versions of your graphic sets. You can download it here [http://mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip], and I've updated the List of user graphic sets as well. --[[User:Markavian|Markavian]] 14:07, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This set is awesome.  I just wanted to say thanks! [[User:Tulthix|Tulthix]] 13:14, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not such a sneaky update Sphr! Good to see you back in action! --[[User:Gorfob|Gorfob]] 18:26, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=TODO=&lt;br /&gt;
This section is for reminders for myself.&lt;br /&gt;
&lt;br /&gt;
==tweaks needed==&lt;br /&gt;
&lt;br /&gt;
==immediate goals==&lt;br /&gt;
*standard creatures.  This is slow as there are many creatures (38 total).&lt;br /&gt;
==next goals==&lt;br /&gt;
*reduced elf tile page&lt;br /&gt;
*reduced kobold tile page&lt;br /&gt;
*human zombies, skeletal child&lt;br /&gt;
&lt;br /&gt;
==to plan==&lt;br /&gt;
*design updated tilepage layout.&lt;br /&gt;
*reserve slot for future separation of TRADER and MERCHANT?&lt;br /&gt;
*reserve tile slots for specialized tiles for MAYOR, LEADER, SHERIFF, MANAGER, BOOKKEEPER, BROKER.&lt;br /&gt;
&lt;br /&gt;
Currently, &lt;br /&gt;
LEADER/MAYOR uses ADMINISTRATOR, &lt;br /&gt;
MANAGER/BOOKKEEPER uses CLERK, &lt;br /&gt;
BROKER uses TRADER/MERCHANT&lt;br /&gt;
SHERIFF uses CAPTAIN_OF_THE_GUARD&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bane18&amp;diff=43054</id>
		<title>User talk:Bane18</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bane18&amp;diff=43054"/>
		<updated>2008-07-18T06:39:54Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It would be helpful if all errors are reported in here so that I can repair them A.S.A.P.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please be sure to use the &amp;quot;Show Preview&amp;quot; button instead of the &amp;quot;Save Page&amp;quot; all the time. It gets really spammy for those of us following the changes in an RSS Reader. [[User:Jippen|Jippen]] 16:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nice. I was compiling Sphr's creatures from his example screenshots. You have way more talent than I do. I'll let you do it. These look excellent. --[[User:Gorfob|Gorfob]] 02:39, 18 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29995</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29995"/>
		<updated>2008-07-15T06:15:04Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* Incompatible with 38a. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Build ==&lt;br /&gt;
&lt;br /&gt;
Interesting setup you've got there. I run something similar, though not completely abusive to game limits. (Leg+5 in everything? comeon! :P)&lt;br /&gt;
&lt;br /&gt;
Got one guy with proficient in everything, while the rest have no skills and are purely haulers and pre-dabbling farmers.&lt;br /&gt;
Hauling and farming were the only tasks I decided to free my 'hero' dwarf from, since they're so god-awfully time consuming.&lt;br /&gt;
&lt;br /&gt;
As for items: A single full suit of steel armor and one of each weapon, with only a handful of bolts, should an errant fire imp come over in the first season.&lt;br /&gt;
A couple dozen of each booze and both plump helmet and spawn, with 11 each of the remaining seeds.&lt;br /&gt;
Of course the mandatory 1 each of food and whatnot.&lt;br /&gt;
A hefty stock of giant cave spider thread to jumpstart my trading power (a single shoe will go for no less than 900 I think... initial investment is only 120p each)&lt;br /&gt;
A miscellany of assorted bars, wood, ores, and stone to spend the remaining points.&lt;br /&gt;
Also took along 3 wardogs for some additional protection and 10 cattle to get a herd going.&lt;br /&gt;
&lt;br /&gt;
All-in-all I limit myself to 32000 total points, as it's the highest clean number that the signed integer will accept in a once-off edit.&lt;br /&gt;
Also used adjust start to give me 10 dwarves, and set Max_Pop to only 7, so no immigrants unless I get really short on helpers.&lt;br /&gt;
&lt;br /&gt;
My guy's got something of a demi-god complex too, as his name is Master, the rest are named Servant, and the world is &amp;quot;Kôr Nòm&amp;quot; (Master of God). Remembered to look it up when I dabbled with the Regional Prospector ;)&lt;br /&gt;
&lt;br /&gt;
Anyways, saw that you had a very similar idea for a build and thought you might want to hear you're not the only one going for the &amp;quot;God and Servants&amp;quot; route ;)&lt;br /&gt;
--[[User:n9103|n9103]] 01:49, 20 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Search Function ==&lt;br /&gt;
&lt;br /&gt;
It may be helpful to make it clear the search function used in your version-independent code examples is a user-define function and is not associated with the STL search algorithm. I would also recommend posting the source files for search function, or commenting that they are available from the enable magma buildings zip file&lt;br /&gt;
&lt;br /&gt;
--[[User:Masdus|Masdus]] 22:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's a good point about search().  I've just renamed it hexsearch() in my most recent (not yet released) source.&amp;lt;br/&amp;gt;I had started to document the search patterns in a more generic way, but decided that (a) it took me too long to translate, and (b) few of the target audience would be able and willing to retranslate into their own search-like functions.  So I just started cutting and pasting patterns out of my source.&amp;lt;br/&amp;gt;As for posing the source to hexsearch(), I think that the target audience can track it down.  (If we could host arbitrary files directly on this wiki, I would.  I just think it's too big to put into a &amp;amp;lt;code&amp;amp;gt; block.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:17, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
:::I'd love to.  I really would.  But it's &amp;lt;i&amp;gt;seriously&amp;lt;/i&amp;gt; hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &amp;amp;mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)&lt;br /&gt;
:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)&lt;br /&gt;
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)&lt;br /&gt;
:::This is proving to be &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard.  I've already invested maybe 100 times the effort that the original &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &amp;amp;mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)&lt;br /&gt;
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)&lt;br /&gt;
:::::Possibly.  What for?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)&lt;br /&gt;
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You need to upload the file to a different mirror, the server site you download from has an array of pornographic ads strewn about the page below where you type the numbers.--[[User:Richards|Richards]] 19:43, 19 April 2008 (EDT)&lt;br /&gt;
::Oh dear, I'm very unhappy to learn that.  Truely sorry.  But I just can't deal with it at this time.  I'm deeply mired in a depressive spell that I can't seem to break out of, and frankly, I am barely able to shower each day.&amp;lt;br/&amp;gt;So.  I hereby give permission to any good samaritan or passerby to upload any or all of my utilities to a better host.  Just please send me the account &amp;amp; password info using this wiki's PM or email facilities.  Thanks much!  And, again, sorry.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:43, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regional Prospector version 2 ==&lt;br /&gt;
&lt;br /&gt;
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reverse questions ==&lt;br /&gt;
&lt;br /&gt;
As you seem to have delved into the UI, do you know where the displayed map coordinates are stored? (not the cursor coordinates) [[User:Bartavelle|Bartavelle]] 07:44, 8 January 2008 (EST)&lt;br /&gt;
:Which map?  I suspect you're talking about Dwarf Fortress mode post-embark, in the actual gameplay.  And my answer is no, I haven't looked for that.  As a half-assed guess, look in the block of data (.33g) from 0146963C to 014696BC (near other map data variables), and from 00906294 to 009062B4 (near the mouse-coord-on-map variables).&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:26, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Incompatible with 38a. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find memory locations to patch.&lt;br /&gt;
Please report this at&lt;br /&gt;
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.&lt;br /&gt;
&lt;br /&gt;
:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; code &amp;amp;mdash; if those hook points changed, then they can't be hooked. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.&amp;lt;br/&amp;gt;I'll look at magma soon as well, thanks for the report.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Enable magman buildings==&lt;br /&gt;
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39571</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39571"/>
		<updated>2008-07-14T23:00:16Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* NET 3.5 Compatability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or leave it. Seeing as its an 8 year old Operating system that you can't buy any more. More to the point if you are running DF your computer is more than adequate for running Windows XP. --[[User:Gorfob|Gorfob]] 19:00, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&amp;lt;br&amp;gt;&lt;br /&gt;
Addendum: Rebooting on its own didn't help, but rebooting and aggressively killing running processes down to the bare-bones did... finally.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Shurhaian|Shurhaian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:That's some highly unusual behavior, and I would recommend a through virus and adware scan using atleast two versions of each.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Viruses, [http://housecall.trendmicro.com/ Trend Micro] has a good online scanner, and [http://free.grisoft.com/ AVG] is a good offline scanner.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Adware, [http://www.safer-networking.org/en/spybotsd/index.html Spybot S&amp;amp;D] is just about as good as it gets, and [http://www.microsoft.com/athome/security/spyware/software/default.mspx Microsoft] has a semi-decent one as well.&amp;lt;br&amp;gt;&lt;br /&gt;
:All of these are free. Hope this helps! If not, *could be* some core OS files have been damaged somehow, and *may* require a re-install. --[[User:N9103|Edward]] 21:40, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Another on the 3.5 bug list ==&lt;br /&gt;
&lt;br /&gt;
Allright; I have .net Framework 3.5 installed and its giving me the same error a guy midway up had;&lt;br /&gt;
the.......... IO.notfound thing&lt;br /&gt;
&lt;br /&gt;
Okay scratch that i unzipped tweak again and its running fine.&lt;br /&gt;
it seems tweak doesnt like XP.&lt;br /&gt;
&lt;br /&gt;
Your program has good tastes sir.&lt;br /&gt;
&lt;br /&gt;
== Problem not otherwise found on here. ==&lt;br /&gt;
When trying to select a process, I get this error. Net framework 3.5 is installed. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---&amp;gt; System.InvalidOperationException: This implementation is not part of the Windows Platform FIPS validated cryptographic algorithms.&lt;br /&gt;
   at System.Security.Cryptography.MD5CryptoServiceProvider..ctor()&lt;br /&gt;
   --- End of inner exception stack trace ---&lt;br /&gt;
   at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct&amp;amp; signature, IntPtr declaringType)&lt;br /&gt;
   at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)&lt;br /&gt;
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)&lt;br /&gt;
   at System.Security.Cryptography.CryptoConfig.CreateFromName(String name, Object[] args)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create(String algName)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.GameVersionLoader.GetProcessHash(Process process)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onSelectProcess(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ScrollableControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:What version of windows are you running? &amp;amp;mdash;[[User:Rick|Rick]] 20:47, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET 3.5 errors: Tweak not Vista compatiale? ==&lt;br /&gt;
&lt;br /&gt;
I have installed .NET 3.5 and tried to run Tweak on my computer. However, It instantly crashes. Is there anything else I should have installed? I am running windows Vista.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
:Can you please paste the exact error, I cannot help with problems without knowing specifics. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Start Error==&lt;br /&gt;
Opening Tweak, the program crashes. There's no error message per se, it just doesn't open and give the default windows error message, and asks me if I want to send a report. Help?&lt;br /&gt;
&lt;br /&gt;
:you need to install separately .NET 1.1 as well as .NET 2.0, .NET 3.5 does not install these previous versions....&lt;br /&gt;
&lt;br /&gt;
Even with all versions of .NET that exist already installed, Tweak crashed on startup. I am using an up-to-date version of WinXP SP3. I hope that it causes no problems that I unfortunately have a German language version of XP. Proof of installed .NET versions: http://members.arstechnica.com/x/dio82/software.png&lt;br /&gt;
&lt;br /&gt;
Error message:&lt;br /&gt;
&lt;br /&gt;
EventType : clr20r3     P1 : gibbed.dwarffortress.tweak.exe     P2 : 1.2.0.0&lt;br /&gt;
P3 : 47f19dc1     P4 : mscorlib     P5 : 2.0.0.0     P6 : 471ebc5b     P7 : 3404&lt;br /&gt;
P8 : 119     P9 : system.io.directorynotfound   &lt;br /&gt;
&lt;br /&gt;
Many thanks to potential fixes -[[User:Dio82|Dio82]] 08:36, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd just like to note that I also have all three .NET versions downloaded and installed, and I still get the general Windows Vista error message (Tweak has stopped working, windows is searching for a solution... A program caused the program to stop working, windows will close the program). I've tried starting up Tweak before loading DF, during the DF title screen, and while playing a current fortress. I didn't, however, get the detailed error message described above. --[[User:Untelligent|Untelligent]] 21:57, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The above error message is part of the report that XP/Vista wants to send to Microsoft. Just click on details of the report when Vista prompts you about sending that report. --[[User:Dio82|Dio82]] 06:05, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It didn't prompt me for sending a report. --[[User:Untelligent|Untelligent]] 16:17, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This error is basically saying you did not extract Tweak correctly, the Tweak zip file contains several directories that Tweak needs to function correctly. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reveal and Profile Edit Issue==&lt;br /&gt;
&lt;br /&gt;
I've downloaded your program and managed to get a few features working, such as the one that allows you to change your starting dwarf number and points. The two modules I wanted to use most, however, Reveal and Profile Edit, don't seem to want to work at all, and as far as I can tell, I'm not getting a program error so much as... I don't know, a failure to recognize something. I'm not a programmer, you'll notice.&lt;br /&gt;
&lt;br /&gt;
When attempting to use Reveal at the regional map, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/RevealProblem.jpg this].&lt;br /&gt;
&lt;br /&gt;
When attempting to use the Profile Editor at the &amp;quot;preparing carefully&amp;quot; screen, as it says, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem.jpg this], and if I click the OK button it says [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem2.jpg this].&lt;br /&gt;
&lt;br /&gt;
Apologies for the largish screenshots. Any idea what might help? --[[User:Anfini|Anfini]] 15:57, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The Reveal tool is only used while already embarked.  Find a place to start your fortress, embark, and then run Reveal. And, keep in mind if you want to reveal all of the map you have to designate the bottom layer for digging completely then undesignated it BEFORE you run reveal--this will make DF load up the map for Reveal to find. As for the other errors, I'm not sure what is going on. Sorry.  --[[User:Corc|Corc]] 18:36, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for the help with Reveal, that worked perfectly. I suppose I misunderstood the module. The Profile dealie is the one I ''really'' want to use, though! If anyone has insight on how to work it, I would be grateful. Thanks! --[[User:Anfini|Anfini]] 19:24, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tile Edit Tile ID List ==&lt;br /&gt;
&lt;br /&gt;
I'm currently making a list of Tile IDs. I'm up to 257 and plan to do 100+ per day. I would love to add it to the wiki in some way or form, except I'm a total noob at wikis. In fact, this is my first account and post on any wiki.&lt;br /&gt;
&lt;br /&gt;
: This would probably be more appropriate on a general DF hacking page than Tile Edit specifically, since they are defined by DF, not Tile Edit. &amp;amp;mdash;[[User:Rick|Rick]] 20:45, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Touche. I figured I would post it on my User page or something, except I had no idea how to do so when I made that post. I've since figured it out and am working on a good format for a table.--[[User:Valarnin|Valarnin]] 22:05, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Feel free to update the Tile Edit page linking to your page with the tile ID list. &amp;amp;mdash;[[User:Rick|Rick]] 04:45, 14 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22445</id>
		<title>40d:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22445"/>
		<updated>2008-03-25T08:08:41Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: Removed old tag. Information is still relevant as of v0.27.176.38c Removed reference to holding artifacts as they do not hold them any longer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in your [[military]] will be one of the following types of '''soldiers'''. What type of soldier they are will be determined by whichever [[weapon]] they are most [[skill]]ed at using. All soldiers can carry [[shield]]s, regardless of what weapon they use. Weapon, armor, and squad choices are controlled from the Military screen ({{key|m}}). The dwarven military is organized via use of the [[squad]] system.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
Soldiers will train when not on duty. Marksdwarves will shoot at [[archery target]]s if they are correctly set up and you have wood or bone [[bolts]] available. Melee dwarves (including wrestlers) will spar with their weapons in a [[barracks]] if you have built one. &lt;br /&gt;
&lt;br /&gt;
[[Military#Training / Sparring|Sparring]] can sometimes cause horrible accidents involving loss of limb or life for your soldiers. To reduce these risks, you can take several precautions:&lt;br /&gt;
&lt;br /&gt;
* Outfit every dwarf (including wrestlers) with a [[shield]]. This will train their &amp;quot;[[shield user]]&amp;quot; skill as well.&lt;br /&gt;
* Outfit every soldier with the best [[armor]] possible. Iron chain is good, steel plate better, [[quality|high-quality]] steel plate best of all. High-quality steel shields are also recommended. See [[Armor#Using armor|Using Armor]] for more details.&lt;br /&gt;
* Set inexperienced soldiers to &amp;quot;Unarmed&amp;quot; (wrestling) until their skills improve a few levels.&lt;br /&gt;
* Arm dwarves with less-lethal weapons. [[Silver]] weapons are good for training, doing only 50% the damage of [[iron]]. Also, wooden weapons have the same strength as silver, but cannot be made locally; they must be imported. Dwarves armed with these weapons will do less damage when facing foes as well.&lt;br /&gt;
&lt;br /&gt;
== Soldier Classes ==&lt;br /&gt;
&lt;br /&gt;
Every weapon has an associated skill, soldiers will name themselves according to what [[Weapon damage|weapon]] they are most skilled at using, as long as they are at least a novice rank in one.&lt;br /&gt;
&lt;br /&gt;
=== Marksdwarves ===&lt;br /&gt;
&lt;br /&gt;
Armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target. The only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== Speardwarves ===&lt;br /&gt;
&lt;br /&gt;
Specialize in pierce damage, and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons.&lt;br /&gt;
&lt;br /&gt;
=== Axedwarves ===&lt;br /&gt;
&lt;br /&gt;
Specialize in slash damage, aka the fine art of mangling and severing limbs (red and dark grey wounds) on opponents. This damage type is useful for taking away opponents' mobility and means of attack while eventually bleeding them to death. Battle axes move slower than swords but do more damage per stroke.&lt;br /&gt;
&lt;br /&gt;
=== Sworddwarves ===&lt;br /&gt;
&lt;br /&gt;
Deal both slash and pierce damage. Short swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. A good all-around weapon.&lt;br /&gt;
&lt;br /&gt;
=== Macedwarves ===&lt;br /&gt;
&lt;br /&gt;
Specialize in blunt damage. Blunt damage breaks the bones of the enemy (yellow wounds) and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
&lt;br /&gt;
=== Hammerdwarves ===&lt;br /&gt;
&lt;br /&gt;
Specialize in blunt damage. A war hammer is, in game terms, exactly the same as a mace or morningstar, but human Hammermen use a two-handed maul instead of a war hammer.&lt;br /&gt;
&lt;br /&gt;
Mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. This weapon has a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== Wrestlers ===&lt;br /&gt;
&lt;br /&gt;
Focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill determines how much a dwarf will evade/dodge attacks.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill is also exercised when using any improvised weapon in combat (such as, for example, a limb).&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[Skills|Novice]] level or better will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
== Heroes and Champions ==&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach [[skills|Great]] skill level in any weapon (or wrestling), they will become '''heroes''', and can no longer be removed from the military. Their &amp;quot;Pref&amp;quot; menu will be replaced by the text &amp;quot;This hero need not work&amp;quot;, and you will not be able to deactivate them (make them civilians again), transfer them into or out of the [[Fortress Guard|Guard]], or assign [[dog|work dogs]] to them.&lt;br /&gt;
&lt;br /&gt;
You can still change their weapon and armor settings via the {{key|m}}ilitary screen ({{key|w}}eapons), and to change their soldiering orders ({{key|v}}iew squad). Heroes in either the Fortress or Royal Guard cannot be given military orders (via the Squads screen, {{key|x}}), and will become permanently useless. If you have any Expert, Professional, or Accomplished soldiers in the Guard, be sure to transfer them out while you still can. Heroes cannot trade, so it is advisable for your trader not to be given military training.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: &amp;lt;tt&amp;gt;&amp;quot;''&amp;lt;dwarfname&amp;gt;'' has become a legendary champion! Hail ''&amp;lt;dwarfname&amp;gt;''!&amp;quot;&amp;lt;/tt&amp;gt;. Champions behave the same as heroes, although they are additionally exempt from the [[dwarven economy]], like all legendary dwarves. Champions cannot serve under heroes or normal soldiers, but willingly serve under other Champions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chunk&amp;diff=23653</id>
		<title>40d Talk:Chunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chunk&amp;diff=23653"/>
		<updated>2008-03-20T22:43:32Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this true? I thought they could be cooked. [[User:Xaque|Xaque]] 01:50, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Chunks are worthless.[[User:Kefkakrazy|Kefkakrazy]] 01:19, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This page violates rule P.  Suggest putting the content on [[Chunk]] instead.--[[User:Draco18s|Draco18s]] 20:29, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Use : when answering other comments, helps readability quite a lot. --[[User:Mizipzor|Mizipzor]] 20:31, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Rule p violation resolved.--[[User:Soyweiser|Soyweiser]] 07:27, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Moved talk page to chunk as well. [[User:Jikor|Jikor]]&lt;br /&gt;
::I apologize for all the history changes I forgot to hit preview [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
Chunks are produced by unskilled butchers instead of some of the expected meat? [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
:No, chunks are produced, along with meat, by any butcher or slaughter task, regardless of skill.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:51, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where do chunks come under the refuse ordering? Obviously I have missed it as they never get hauled. --[[User:Gorfob|Gorfob]]&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29991</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29991"/>
		<updated>2008-03-18T06:21:10Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Build ==&lt;br /&gt;
&lt;br /&gt;
Interesting setup you've got there. I run something similar, though not completely abusive to game limits. (Leg+5 in everything? comeon! :P)&lt;br /&gt;
&lt;br /&gt;
Got one guy with proficient in everything, while the rest have no skills and are purely haulers and pre-dabbling farmers.&lt;br /&gt;
Hauling and farming were the only tasks I decided to free my 'hero' dwarf from, since they're so god-awfully time consuming.&lt;br /&gt;
&lt;br /&gt;
As for items: A single full suit of steel armor and one of each weapon, with only a handful of bolts, should an errant fire imp come over in the first season.&lt;br /&gt;
A couple dozen of each booze and both plump helmet and spawn, with 11 each of the remaining seeds.&lt;br /&gt;
Of course the mandatory 1 each of food and whatnot.&lt;br /&gt;
A hefty stock of giant cave spider thread to jumpstart my trading power (a single shoe will go for no less than 900 I think... initial investment is only 120p each)&lt;br /&gt;
A miscellany of assorted bars, wood, ores, and stone to spend the remaining points.&lt;br /&gt;
Also took along 3 wardogs for some additional protection and 10 cattle to get a herd going.&lt;br /&gt;
&lt;br /&gt;
All-in-all I limit myself to 32000 total points, as it's the highest clean number that the signed integer will accept in a once-off edit.&lt;br /&gt;
Also used adjust start to give me 10 dwarves, and set Max_Pop to only 7, so no immigrants unless I get really short on helpers.&lt;br /&gt;
&lt;br /&gt;
My guy's got something of a demi-god complex too, as his name is Master, the rest are named Servant, and the world is &amp;quot;Kôr Nòm&amp;quot; (Master of God). Remembered to look it up when I dabbled with the Regional Prospector ;)&lt;br /&gt;
&lt;br /&gt;
Anyways, saw that you had a very similar idea for a build and thought you might want to hear you're not the only one going for the &amp;quot;God and Servants&amp;quot; route ;)&lt;br /&gt;
--[[User:n9103|n9103]] 01:49, 20 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Search Function ==&lt;br /&gt;
&lt;br /&gt;
It may be helpful to make it clear the search function used in your version-independent code examples is a user-define function and is not associated with the STL search algorithm. I would also recommend posting the source files for search function, or commenting that they are available from the enable magma buildings zip file&lt;br /&gt;
&lt;br /&gt;
--[[User:Masdus|Masdus]] 22:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's a good point about search().  I've just renamed it hexsearch() in my most recent (not yet released) source.&amp;lt;br/&amp;gt;I had started to document the search patterns in a more generic way, but decided that (a) it took me too long to translate, and (b) few of the target audience would be able and willing to retranslate into their own search-like functions.  So I just started cutting and pasting patterns out of my source.&amp;lt;br/&amp;gt;As for posing the source to hexsearch(), I think that the target audience can track it down.  (If we could host arbitrary files directly on this wiki, I would.  I just think it's too big to put into a &amp;amp;lt;code&amp;amp;gt; block.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:17, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
:::I'd love to.  I really would.  But it's &amp;lt;i&amp;gt;seriously&amp;lt;/i&amp;gt; hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &amp;amp;mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)&lt;br /&gt;
:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)&lt;br /&gt;
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)&lt;br /&gt;
:::This is proving to be &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard.  I've already invested maybe 100 times the effort that the original &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &amp;amp;mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)&lt;br /&gt;
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)&lt;br /&gt;
:::::Possibly.  What for?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)&lt;br /&gt;
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Regional Prospector version 2 ==&lt;br /&gt;
&lt;br /&gt;
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reverse questions ==&lt;br /&gt;
&lt;br /&gt;
As you seem to have delved into the UI, do you know where the displayed map coordinates are stored? (not the cursor coordinates) [[User:Bartavelle|Bartavelle]] 07:44, 8 January 2008 (EST)&lt;br /&gt;
:Which map?  I suspect you're talking about Dwarf Fortress mode post-embark, in the actual gameplay.  And my answer is no, I haven't looked for that.  As a half-assed guess, look in the block of data (.33g) from 0146963C to 014696BC (near other map data variables), and from 00906294 to 009062B4 (near the mouse-coord-on-map variables).&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:26, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Incompatible with 38a. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find memory locations to patch.&lt;br /&gt;
Please report this at&lt;br /&gt;
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.&lt;br /&gt;
&lt;br /&gt;
:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; code &amp;amp;mdash; if those hook points changed, then they can't be hooked. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.&amp;lt;br/&amp;gt;I'll look at magma soon as well, thanks for the report.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Enable magman buildings==&lt;br /&gt;
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=33000</id>
		<title>User talk:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=33000"/>
		<updated>2008-02-25T03:20:06Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Problems/Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Comments=&lt;br /&gt;
&lt;br /&gt;
I love how the tiles are coming along.&amp;lt;br&amp;gt;&lt;br /&gt;
I really hope you decide to eventually merge all these tilesets (and the many more to come it looks like) into your own format with your own .txt to help you expand as you go on.--[[User:N9103|Edward]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
:Thanks.  merging/consolidating is in the plans, but it will happen only when things are more or less complete enough.  Right now, it is hard as I do one or two tiles at a time and only when I see them.  After I consolidate more tiles, I think I will first release a DQ compatible version, so that existing users of DQ can easily try things out by just replacing the BMP files without messing with the text data.  -- [[User:Sphr|Sphr]] 05:09, 29 December 2007 (EST)&lt;br /&gt;
::It really seems like you're going through a lot of hoops to keep everything compatible with DQ. I say screw that, stop limiting yourself :) Your sets are great. Thanks for making them.--[[User:Siliziumleben|Siliziumleben]] 22:08, 2 January 2008 (EST)&lt;br /&gt;
:::I guess it may have to come to what you've said, as I discovered more problems with DQ's text data.  Originally, I wanted to make it easier to update certain tiles simply by overwriting the image file.  And since my tiles are still sparse, I myself am still using DR tiles in DQ organization for most other tiles that I have not got around to doing.  But I guess with all the new differences, it may not be feasible anymore.  I've decided to still keep things DQ compatible if it is convenient for me, but will incorporate my own changes where I feel it should. Should be releasing the updated human (still lack zombies) and the first couple of creature tile pages soon.  Thanks for your comments! -- [[User:Sphr|Sphr]] 21:25, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You still working on these? They are really excellent. Don't bother with keeping it DQ compatible its not hard to follow your directions and get it working anyway takes about 5 minutes. Keep up the good work man --[[User:Gorfob|Gorfob]] 22:20, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=TODO=&lt;br /&gt;
This section is for reminders for myself.&lt;br /&gt;
&lt;br /&gt;
==tweaks needed==&lt;br /&gt;
&lt;br /&gt;
==immediate goals==&lt;br /&gt;
*standard creatures.  This is slow as there are many creatures (38 total).&lt;br /&gt;
==next goals==&lt;br /&gt;
*reduced elf tile page&lt;br /&gt;
*reduced kobold tile page&lt;br /&gt;
*human zombies, skeletal child&lt;br /&gt;
&lt;br /&gt;
==to plan==&lt;br /&gt;
*design updated tilepage layout.&lt;br /&gt;
*reserve slot for future separation of TRADER and MERCHANT?&lt;br /&gt;
*reserve tile slots for specialized tiles for MAYOR, LEADER, SHERIFF, MANAGER, BOOKKEEPER, BROKER.&lt;br /&gt;
&lt;br /&gt;
Currently, &lt;br /&gt;
LEADER/MAYOR uses ADMINISTRATOR, &lt;br /&gt;
MANAGER/BOOKKEEPER uses CLERK, &lt;br /&gt;
BROKER uses TRADER/MERCHANT&lt;br /&gt;
SHERIFF uses CAPTAIN_OF_THE_GUARD&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=32999</id>
		<title>User talk:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=32999"/>
		<updated>2008-02-25T03:18:47Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Problems/Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Comments=&lt;br /&gt;
&lt;br /&gt;
I love how the tiles are coming along.&amp;lt;br&amp;gt;&lt;br /&gt;
I really hope you decide to eventually merge all these tilesets (and the many more to come it looks like) into your own format with your own .txt to help you expand as you go on.--[[User:N9103|Edward]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
:Thanks.  merging/consolidating is in the plans, but it will happen only when things are more or less complete enough.  Right now, it is hard as I do one or two tiles at a time and only when I see them.  After I consolidate more tiles, I think I will first release a DQ compatible version, so that existing users of DQ can easily try things out by just replacing the BMP files without messing with the text data.  -- [[User:Sphr|Sphr]] 05:09, 29 December 2007 (EST)&lt;br /&gt;
::It really seems like you're going through a lot of hoops to keep everything compatible with DQ. I say screw that, stop limiting yourself :) Your sets are great. Thanks for making them.--[[User:Siliziumleben|Siliziumleben]] 22:08, 2 January 2008 (EST)&lt;br /&gt;
:::I guess it may have to come to what you've said, as I discovered more problems with DQ's text data.  Originally, I wanted to make it easier to update certain tiles simply by overwriting the image file.  And since my tiles are still sparse, I myself am still using DR tiles in DQ organization for most other tiles that I have not got around to doing.  But I guess with all the new differences, it may not be feasible anymore.  I've decided to still keep things DQ compatible if it is convenient for me, but will incorporate my own changes where I feel it should. Should be releasing the updated human (still lack zombies) and the first couple of creature tile pages soon.  Thanks for your comments! -- [[User:Sphr|Sphr]] 21:25, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You still working on these? They are really excellent. --[[User:Gorfob|Gorfob]] 22:18, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=TODO=&lt;br /&gt;
This section is for reminders for myself.&lt;br /&gt;
&lt;br /&gt;
==tweaks needed==&lt;br /&gt;
&lt;br /&gt;
==immediate goals==&lt;br /&gt;
*standard creatures.  This is slow as there are many creatures (38 total).&lt;br /&gt;
==next goals==&lt;br /&gt;
*reduced elf tile page&lt;br /&gt;
*reduced kobold tile page&lt;br /&gt;
*human zombies, skeletal child&lt;br /&gt;
&lt;br /&gt;
==to plan==&lt;br /&gt;
*design updated tilepage layout.&lt;br /&gt;
*reserve slot for future separation of TRADER and MERCHANT?&lt;br /&gt;
*reserve tile slots for specialized tiles for MAYOR, LEADER, SHERIFF, MANAGER, BOOKKEEPER, BROKER.&lt;br /&gt;
&lt;br /&gt;
Currently, &lt;br /&gt;
LEADER/MAYOR uses ADMINISTRATOR, &lt;br /&gt;
MANAGER/BOOKKEEPER uses CLERK, &lt;br /&gt;
BROKER uses TRADER/MERCHANT&lt;br /&gt;
SHERIFF uses CAPTAIN_OF_THE_GUARD&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sphr&amp;diff=32445</id>
		<title>User talk:Sphr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sphr&amp;diff=32445"/>
		<updated>2007-12-31T07:42:46Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Your Graphic Set, ==&lt;br /&gt;
&lt;br /&gt;
More specifically the Hammerer, is amazing.--[[User:Heliopios|Heliopios]] 14:09, 19 December 2007 (EST)&lt;br /&gt;
:Thanks for your kind words :) -- [[User:Sphr|Sphr]] 23:47, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Praise==&lt;br /&gt;
&lt;br /&gt;
Your sets are fantastic. Keep up the good work. Can't wait to see the elves and humans sets in proper working order. Once they are up and running I'll create a graphics pack for them with your permission of course.--[[User:Gorfob|Gorfob]] 02:42, 31 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9171</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9171"/>
		<updated>2007-11-09T03:35:39Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* Multiple Mayors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
==Miners Stuck==&lt;br /&gt;
My Miners, after they mind a floor down and then started mining to the left, stopped and tried to move the boulders that were left behind but when they did they couldn't find their way. What I did was I mined to the right a little then I made two ramps right next to each other, on the lower level, and then I mined to the left. Some stone was present and so my miners tried to move it to the stock pile but they couldn't find the way back to the surface. They were stuck in an infinite loop of not finding there path.&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
:If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole.&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff, but still a good way to get the sand down covering the floor at the magma forge 6 levels down.&lt;br /&gt;
&lt;br /&gt;
== Infinite Blood ==&lt;br /&gt;
&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
related:  not that mine's disappearing, but my fortress has a cleaning jobspam related to the blood - &amp;quot;such and such cancels job - can't find path x23490872340982734098273409283&amp;quot;, just like empty archer traps in old-school df.  any help?  or do I have to abuse traffic designations (and my main hut) to get rid of the damned stuff?&lt;br /&gt;
&lt;br /&gt;
== Wipe Your Feet ==&lt;br /&gt;
&lt;br /&gt;
Possibly related to the above issue, [[mud]] can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a [[bridge]] will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fatal Crash (Fixed?) ==&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
''This bug was PROBABLY fixed in 0.27.169.33a, but could use rechecking''&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole  ==	 &lt;br /&gt;
&lt;br /&gt;
Wells crash the game now and then.&lt;br /&gt;
&lt;br /&gt;
Despite the changelog, this bug was NOT fixed completely in 0.27.169.33a&lt;br /&gt;
Verified by 2 people on DF forums.&lt;br /&gt;
&lt;br /&gt;
I had a crash on my well the moment a dwarf hit it up for water when the stream under had frozen or reduced height, unsure. --arr&lt;br /&gt;
&lt;br /&gt;
== Multiple Mayors ==&lt;br /&gt;
&lt;br /&gt;
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.&lt;br /&gt;
&lt;br /&gt;
From what I have seen there is only 'one' active Mayor (whoever is on the noble screen as having the job) but the dwarves retain the title when they are removed from office. I have 6 mayors running around but only one (the current one) does the mayor's work. It's confusing as hell --[[User:Gorfob|Gorfob]] 22:35, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Love Conquers All ==&lt;br /&gt;
&lt;br /&gt;
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
==Sew plant fiber image crash==&lt;br /&gt;
Ordering plant fiber image in Clothier's Shop reliably crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Trading crash==&lt;br /&gt;
Sometimes offering a trade to traders the game crashes. Sometimes looking at the inventory of traders using the view units screen crashes the game.&lt;br /&gt;
&lt;br /&gt;
== Outpost liason ==&lt;br /&gt;
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the [[expedition leader]] has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.&lt;br /&gt;
&lt;br /&gt;
''The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)''&lt;br /&gt;
&lt;br /&gt;
''Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the &amp;quot;ground floor.&amp;quot; (edit by: Rabid Llama)''&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4296</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4296"/>
		<updated>2007-11-05T02:52:29Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* Another example courtesy of Reynard of the forums */  - Cleanup and formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''screw pump''' can lift [[water]] from below onto the same [[Z-level]] as the pump. Its is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction. &lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a stone or wood block, and a [[pipe]] section. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[construction]]s that can be removed to recover the building materials.&lt;br /&gt;
&lt;br /&gt;
=== Example layout ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 TOP VIEW          SIDE VIEW&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒,,,,                 ▒▒▒▒▒▒▒▒▒&lt;br /&gt;
≈≈≈≈▒,▒▒▒      &amp;lt;--pumping ≈≈≈≈%%&lt;br /&gt;
≈≈≈≈%%···                 ▒▒▒▒▒▒≈≈≈ reservoir (below)--&amp;gt;&lt;br /&gt;
≈≈≈≈▒▒···&lt;br /&gt;
▒▒▒▒▒▒···&lt;br /&gt;
  &amp;lt;--pumping (same level)&lt;br /&gt;
       reservoir (below)--&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Another example courtesy of Reynard of the forums ===&lt;br /&gt;
[[Image:pumpsnc4.png]]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
#Side view of stacked screw pumps. Power is transmitted vertically through the missing floor tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
#Top view of the basic pump unit.&lt;br /&gt;
#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
#Solution for a freestanding tower - fire escape! Sure, you could consolidate the up and downstairs into a single up/down stair tile, but I like the zigzag and symmetrical arrangement this one presents. Just build these on top of each other, flipping horizontally each time, and bam. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid.&lt;br /&gt;
* The pump tiles are passable by dwarves, but the front of the pump must be accessible to be operated manually.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict water flow using floodgates, or put in a [[gear assembly]] linked to a [[lever]] to disconnect [[power|motion]].&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[DFMA] Ingame Video titled [http://www.mkv25.net/dfma/movie-60-usingapump Using a Pump] showing manual operation of a pump&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Pumpsnc4.png&amp;diff=20450</id>
		<title>File:Pumpsnc4.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Pumpsnc4.png&amp;diff=20450"/>
		<updated>2007-11-05T02:37:45Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: Pump layout diagram&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pump layout diagram&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10669</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10669"/>
		<updated>2007-11-03T00:12:24Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* Garbage Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activity zones are areas in which dwarves are instructed to perform specific tasks.&lt;br /&gt;
They are useful at forcing dwarves to perform actions where they are desirable, and can be placed in any unoccupied tile, including over the chasm or over a river.&lt;br /&gt;
They are placed similarly to stockpiles, by selecting a rectangular area using {{K|Enter}} from within the {{K|i}}:Zones menu.&lt;br /&gt;
Unlike stockpiles, they are only visible while in the {{K|i}}:Zones menu.&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the {{K|i}}:Zones menu.&lt;br /&gt;
&lt;br /&gt;
When hovering over the activity zone, you may tap {{key|a}} to enable or disable the zone.  Dwarves will not specifically avoid the zone if they wanted to go there anyway, but no further jobs related to that zone will be created.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
Water source zones are areas in which dwarves will look for water to fill buckets or to drink. &lt;br /&gt;
If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]] of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to fish.&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which surrounds a [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artifically-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
==Garbage Dump==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw refuse designated by using {{k|k}} then {{k|d}}.  If a garbage zone is designated beside a cliff or hole (both natural or dwarf made) garbage will be thrown off/in the z-space.  Things that are dumped are automatically marked as forbidden.  If you wish to use dumped items you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.&lt;br /&gt;
&lt;br /&gt;
You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific creatures.&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to choose whether it is a pit or pond.  You may also specify animals you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
Sand collection zones are areas in which dwarves will search for sand when ordered to gather it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves will congregate, similar to meeting hall rooms in the previous version.&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5969</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5969"/>
		<updated>2007-11-02T03:04:09Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* World Generation */  - Key template added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World Creation Options ==&lt;br /&gt;
&lt;br /&gt;
Once you choose 'Create World' you will be brought to the parameters screen. Pushing {{k|ENTER}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen1.png]]&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''[[#Name|Name]]''' - The name of your world, either random or predetermined.&lt;br /&gt;
* '''[[#Parameter Selection|Parameter Selection]]''' - If you have saved different world generation parameters, they will be listed here.&lt;br /&gt;
* '''[[#Options|Options]]''' - This is where you can choose to alter the various parameters for world generation.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter Selection | select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, an operating system or programming language uses the value in a quasi-random memory address to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation on the same random number and theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed. &lt;br /&gt;
* To change the name of your world press the {{k|n}} key and typing in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter Selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;'STANDARD'&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Reset world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|ENTER}}. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates up to and over a hundred seperate worlds before creating one that is acceptable.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen3.png]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a large BMP format ASCII graphic of the created world.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen4.png | thumb | 400px | Someone figure out why this picture won't show.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|ENTER}} to return to the title screen.&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5968</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5968"/>
		<updated>2007-11-02T03:03:48Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* World Generation */  - Key template added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World Creation Options ==&lt;br /&gt;
&lt;br /&gt;
Once you choose 'Create World' you will be brought to the parameters screen. Pushing {{k|ENTER}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen1.png]]&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''[[#Name|Name]]''' - The name of your world, either random or predetermined.&lt;br /&gt;
* '''[[#Parameter Selection|Parameter Selection]]''' - If you have saved different world generation parameters, they will be listed here.&lt;br /&gt;
* '''[[#Options|Options]]''' - This is where you can choose to alter the various parameters for world generation.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter Selection | select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, an operating system or programming language uses the value in a quasi-random memory address to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation on the same random number and theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed. &lt;br /&gt;
* To change the name of your world press the {{k|n}} key and typing in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter Selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;'STANDARD'&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Reset world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|ENTER}}. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates up to and over a hundred seperate worlds before creating one that is acceptable.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen3.png]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by presing '''&amp;lt;tt&amp;gt;p&amp;lt;/tt&amp;gt;'''. This will create a large BMP format ASCII graphic of the created world.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen4.png | thumb | 400px | Someone figure out why this picture won't show.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|ENTER}} to return to the title screen.&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10665</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10665"/>
		<updated>2007-11-01T01:50:05Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* Garbage Dump */  Added key templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activity zones are areas in which dwarves are instructed to perform specific tasks.&lt;br /&gt;
They are useful at forcing dwarves to perform actions where they are desirable, and can be placed in any unoccupied tile, including over the chasm or over a river.&lt;br /&gt;
They are placed similarly to stockpiles, by selecting a rectangular area using {{K|enter}} from within the {{K|i}}:Zones menu.&lt;br /&gt;
Unlike stockpiles, they are only visible while in the {{K|i}}:Zones menu.&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the {{K|i}}:Zones menu.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
Water source zones are areas in which dwarves will look for water to fill buckets or to drink. &lt;br /&gt;
If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to fish.&lt;br /&gt;
&lt;br /&gt;
==Garbage Dump==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw refuse designated by using {{k|k}} then {{k|d}}. If a garbage zone is designated beside a cliff or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Things that are dumped are automatically marked as forbidden. If you wish to use dumped items you need to remove the forbidden tag. {{k|k}} to view the item and {{k|f}} to toggle forbid status.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pits and pond zones are areas where dwarves can be instructed to fill with water using a bucket or fill with specific creatures.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
Sand collection zones are areas in which dwarves will search for sand when ordered to gather it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves will congregate, similar to meeting hall rooms in the previous version.&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10664</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10664"/>
		<updated>2007-11-01T00:28:43Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: /* Garbage Dump */  - Information about dumping into/off pits and cliffs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activity zones are areas in which dwarves are instructed to perform specific tasks.&lt;br /&gt;
They are useful at forcing dwarves to perform actions where they are desirable, and can be placed in any unoccupied tile, including over the chasm or over a river.&lt;br /&gt;
They are placed similarly to stockpiles, by selecting a rectangular area using {{K|enter}} from within the {{K|i}}:Zones menu.&lt;br /&gt;
Unlike stockpiles, they are only visible while in the {{K|i}}:Zones menu.&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the {{K|i}}:Zones menu.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
Water source zones are areas in which dwarves will look for water to fill buckets or to drink. &lt;br /&gt;
If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to fish.&lt;br /&gt;
&lt;br /&gt;
==Garbage Dump==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw refuse designated by using 'k' then 'd'. If a garbage zone is designated beside a cliff or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Things that are dumped are automatically marked as forbidden. If you wish to use dumped items you need to remove the forbidden tag. 'k' to view the item and 'f' to toggle forbid status.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pits and pond zones are areas where dwarves can be instructed to fill with water using a bucket or fill with specific creatures.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
Sand collection zones are areas in which dwarves will search for sand when ordered to gather it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves will congregate, similar to meeting hall rooms in the previous version.&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7930</id>
		<title>40d:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7930"/>
		<updated>2007-10-31T06:07:01Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grates can be place on the floor or wall. They allow the passage of liquids, (assuming projectiles as well until proven otherwise). Dwarves treat grates as floors and can be walked on. To effectively use a grate a channel must be dug under it before placement. Grates can be constructed of, rock, wood and metals.&lt;br /&gt;
&lt;br /&gt;
They are represented in game by a: #&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7929</id>
		<title>40d:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7929"/>
		<updated>2007-10-31T06:05:49Z</updated>

		<summary type="html">&lt;p&gt;Gorfob: New page: Grates can be place on the floor or wall. They allow the passage of liquids, (assuming projectiles as well until proven otherwise) to effectively use a grate a channel must be dug under it...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grates can be place on the floor or wall. They allow the passage of liquids, (assuming projectiles as well until proven otherwise) to effectively use a grate a channel must be dug under it before placement. Grates can be constructed of, rock, wood and metals.&lt;br /&gt;
&lt;br /&gt;
They are represented in game by a: #&lt;/div&gt;</summary>
		<author><name>Gorfob</name></author>
	</entry>
</feed>