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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143928</id>
		<title>User:Hapes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143928"/>
		<updated>2011-04-01T22:51:53Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are multiple ways to pierce an [[aquifer]].  One way (what I'm calling the ring method) can be found on [[User:Rhenaya/HowtoDualAquifer|Rhenaya's User Page]].  Another way was posted [http://www.bay12forums.com/smf/index.php?topic=79224.0 on the forum by Quantum Menace].  This is simply a more detailed description of QM's method.&lt;br /&gt;
&lt;br /&gt;
First off: why use this method instead of the method described by Rhenaya?&lt;br /&gt;
&lt;br /&gt;
# This method allows for a basically unlimited number of aquifers without having to dig ever widening rings.  Using the ring method, if you have four z-layers of aquifer, your outermost ring will be huge.&lt;br /&gt;
# This has a constant profile.  The ring method gets narrower every layer.&lt;br /&gt;
&lt;br /&gt;
Why use the ring method instead of this one?&lt;br /&gt;
&lt;br /&gt;
# If you only have 2 layers.&lt;br /&gt;
# When you don't have the ability to make screw pumps (for instance, very limited wood or stone).&lt;br /&gt;
&lt;br /&gt;
The basic principle relies on these facts:&lt;br /&gt;
&lt;br /&gt;
# Pumping water into a channel adjacent to an aquifer wall (where water has leaked from the aquifer) makes the water being pumped disappear (for all intents and purposes).&lt;br /&gt;
# Water from an aquifer wall does not flow diagonally.&lt;br /&gt;
# One pump can keep an area clear long enough to do parts of a task (for instance, building a wall).&lt;br /&gt;
&lt;br /&gt;
The end result of the process is a four by two set of constructed up/down stairs surrounded by constructed walls.  Once you've pierced all layers of the aquifer, you can return to digging the stairs and not building the walls.&lt;br /&gt;
&lt;br /&gt;
Some basic assumptions:&lt;br /&gt;
&lt;br /&gt;
# You are digging a set of downward stairs, whatever profile you prefer (3x3, 4x2, 10x10, doesn't matter).  &lt;br /&gt;
# You hit the aquifer layer.  &lt;br /&gt;
# No digging has been executed on the aquifer layer yet.  If any digging has resulted in a square being filled with water, congratulations, that's one side of your hole, and you shouldn't dig any more except using these instructions.&lt;br /&gt;
&lt;br /&gt;
And some notes:&lt;br /&gt;
&lt;br /&gt;
# The images posted here are from 0.31.25, using the Phoebus graphic tileset.  It's pretty simple to understand.  The only things you'll need to recognize are designations for [[channel]]s, [[stairs]] and [[screw pump]]s.&lt;br /&gt;
# Your pump operators will pump even when they are hungry or thirsty.  Pay attention to that so you don't lose them.  If you care.&lt;br /&gt;
&lt;br /&gt;
Onto the process:&lt;br /&gt;
&lt;br /&gt;
Step 1: Swear at the aquifer.  This isn't strictly necessary, but it makes you feel better.  Some people even like them.  They're wierd.&lt;br /&gt;
&lt;br /&gt;
Step 2: On the z-layer ABOVE the aquifer, create a 4x2 room.  The middle 2 cells of one of the long rows should contain some sort of &amp;quot;UP&amp;quot; stairs to allow dwarf access.  The OTHER long row should have only floors. Down stairs will need to be covered by a constructed floor (which will be removed later). A picture for your viewing pleasure:&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 3: Dig 1x2 channels along the short sides of your 4x2 room.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 4: Build a [[screw pump]] facing one direction on the only open floor left.  You do have the components for a screw pump, don't you?  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 5: Pump it, baby!  I mean, uh, start pumping manually (or by gears and axles, but that will require more work setting up than is worth).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 6: On the z-level of the aquifer you're trying to dig through, on the side you're pumping from, opposite the pump, mine ONE SQUARE.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 7: Once the miner digs that out, pause the game, and one-step by hitting period (.) until there is only 1/7 water in that mined out square.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 8: Build a wall in that square.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 9: Resume the game and get ready to unsuspend the building repeatedly.  The mason (assuming you're using stone walls) will come over, put a stone in place, then suspend the job because the water is TOO HIGH OMGWTFBBQ!  Hit &amp;quot;q&amp;quot; then &amp;quot;s&amp;quot; to unsuspend the job.  The mason will stop by again, and suspend the job again.  Unsuspend it.  Keep doing this.  If the mason touches the square in any way, shape or form, progress WILL be made.  Unskilled masons can take as many as 20 unsuspends to complete the wall.  FINALLY, it's done.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 10: Dig 2 tiles along the long wall.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 11: Pause and one-step until the mid-wall square has 1/7 water.  Why this spot and not the one right next to your other wall?  Because if you build the other wall, this wall will not ever be built, because the game doesn't think the mason can get to it.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 12: Resume the game, and go through the Unsuspend Dance again.  Eventually, the wall will be built.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 13: That square you left open?  Build a wall in it.  You know how to do that.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 14: The square underneath the pump.  Mine it out, put a wall there.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 15: Go back up to your [[screw pump]]. Let the pump operator go get a beer.  They deserve it!  While they're boozing it up, deconstruct the pump, then reconstruct it facing the opposite direction (if it was pumping from the west, have it pump from the east, etc).&lt;br /&gt;
&lt;br /&gt;
Step 16: Repeat step 6 through 14.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 17: Deconstruct your [[screw pump]].  Now comes the fun part.  Dig down stairs or a channel where the screw pump used to be.  Then build a pair of up/down stairs where the screw pump used to be.  You technically only need one set of stairs, but why not build 2?  These will not be deconstructed, so make them out of the material you want for them.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 18: Mine out your old stairs.  Do NOT dig channels here, or you will ruin the whole thing.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 19: If you have down stairs in these now open squares, put floors over them.  They will be deconstructed later, so they can be any material.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 20: Build your [[screw pump]] on the floors.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 21: Get that alcoholic pump operater back to work.  On the z-layer of the aquifer, mine the opposite tile again (as you did in steps 6-9).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 22: Mine and wall the side tiles (like you did in steps 10-13).  DO NOT UNDER ANY CIRCUMSTANCES MINE THE SQUARE UNDER THE PUMP.  This is the aquifer tile that allows the construction of the OTHER side to complete.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 23: Go back up a layer and reverse your pump (you were pumping from the west?  Pump from the east).  Build all four walls, including under the pump.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 24: You can stop pumping now, no water will be coming in this side.  Deconstruct the interior wall DIAGONAL from the aquifer tile that remains inside your walls (the one I told you not to dig out in step 22).  Don't worry, no water will leak through that gap, aquifers only generate water orthogonally, not diagonally.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 25: Mine that last square of natural wall.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 26: Deconstruct your remaining interior walls.  Do NOT deconstruct the walls on the outside of the 4x2 rectangle, or you will have wasted your time.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 27: Build some up stairs under the up/down stairs you built on the layer above.  If there is too much water on this z-layer, throw a channel along one of the short walls and it will drain down to 1/7 in all the remaining tiles.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 28: If the next layer down is another aquifer, repeat steps 1 and 3-27.  This time, step 1 is important.&lt;br /&gt;
&lt;br /&gt;
Step 29: One thing to pay attention to:  When water drains into a layer below, whether or not that layer is an aquifer, the stone will be damp.  The way to tell if it's an aquifer is to observe how much water is in the dug out tile.  If it's not 7/7, that layer is not an aquifer.  &lt;br /&gt;
&lt;br /&gt;
Step 30: Once you've gone through all your aquifer layers, you can build up-down stairs on all 8 squares of your hole for added traffic flow.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Thanks go to QuantumMenace and Hans Lemurson on the forums for coming up with the original processes and posting them on the forum.  If you have different methods than this or the ring method, let's see 'em!&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143362</id>
		<title>User:Hapes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143362"/>
		<updated>2011-04-01T04:42:23Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are multiple ways to pierce an [[aquifer]].  One way (what I'm calling the ring method) can be found on [[User:Rhenaya/HowtoDualAquifer|Rhenaya's User Page]].  Another way was posted [http://www.bay12forums.com/smf/index.php?topic=79224.0 on the forum by Quantum Menace].  This is simply a more detailed description of QM's method.&lt;br /&gt;
&lt;br /&gt;
First off: why use this method instead of the method described by Rhenaya?&lt;br /&gt;
&lt;br /&gt;
# This method allows for a basically unlimited number of aquifers without having to dig ever widening rings.  Using the ring method, if you have four z-layers of aquifer, your outermost ring will be huge.&lt;br /&gt;
# This has a constant profile.  The ring method gets narrower every layer.&lt;br /&gt;
&lt;br /&gt;
Why use the ring method instead of this one?&lt;br /&gt;
&lt;br /&gt;
# If you only have 2 layers.&lt;br /&gt;
# When you don't have the ability to make screw pumps (for instance, very limited wood or stone).&lt;br /&gt;
&lt;br /&gt;
The basic principle relies on these facts:&lt;br /&gt;
&lt;br /&gt;
# Pumping water into a channel adjacent to an aquifer wall (where water has leaked from the aquifer) makes the water being pumped disappear (for all intents and purposes).&lt;br /&gt;
# Water from an aquifer wall does not flow diagonally.&lt;br /&gt;
# One pump can keep an area clear long enough to do parts of a task (for instance, building a wall).&lt;br /&gt;
&lt;br /&gt;
The end result of the process is a four by two set of constructed up/down stairs surrounded by constructed walls.  Once you've pierced all layers of the aquifer, you can return to digging the stairs and not building the walls.&lt;br /&gt;
&lt;br /&gt;
Some basic assumptions:&lt;br /&gt;
&lt;br /&gt;
# You are digging a set of downward stairs, whatever profile you prefer (3x3, 4x2, 10x10, doesn't matter).  &lt;br /&gt;
# You hit the aquifer layer.  &lt;br /&gt;
# No digging has been executed on the aquifer layer yet.  If any digging has resulted in a square being filled with water, congratulations, that's one side of your hole, and you shouldn't dig any more except using these instructions.&lt;br /&gt;
&lt;br /&gt;
And some notes:&lt;br /&gt;
&lt;br /&gt;
# The images posted here are from 0.31.25, using the Phoebus graphic tileset.  It's pretty simple to understand.  The only things you'll need to recognize are designations for [[channel]]s, [[stairs]] and [[screw pump]]s.&lt;br /&gt;
&lt;br /&gt;
Onto the process:&lt;br /&gt;
&lt;br /&gt;
Step 1: Swear at the aquifer.  This isn't strictly necessary, but it makes you feel better.  Some people even like them.  They're wierd.&lt;br /&gt;
&lt;br /&gt;
Step 2: On the z-layer ABOVE the aquifer, create a 4x2 room.  The middle 2 cells of one of the long rows should contain some sort of &amp;quot;UP&amp;quot; stairs to allow dwarf access.  The OTHER long row should have only floors. Down stairs will need to be covered by a constructed floor (which will be removed later). A picture for your viewing pleasure:&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 3: Dig 1x2 channels along the short sides of your 4x2 room.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 4: Build a [[screw pump]] facing one direction on the only open floor left.  You do have the components for a screw pump, don't you?  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 5: Pump it, baby!  I mean, uh, start pumping manually (or by gears and axles, but that will require more work setting up than is worth).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 6: On the z-level of the aquifer you're trying to dig through, on the side you're pumping from, opposite the pump, mine ONE SQUARE.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 7: Once the miner digs that out, pause the game, and one-step by hitting period (.) until there is only 1/7 water in that mined out square.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 8: Build a wall in that square.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 9: Resume the game and get ready to unsuspend the building repeatedly.  The mason (assuming you're using stone walls) will come over, put a stone in place, then suspend the job because the water is TOO HIGH OMGWTFBBQ!  Hit &amp;quot;q&amp;quot; then &amp;quot;s&amp;quot; to unsuspend the job.  The mason will stop by again, and suspend the job again.  Unsuspend it.  Keep doing this.  If the mason touches the square in any way, shape or form, progress WILL be made.  Unskilled masons can take as many as 20 unsuspends to complete the wall.  FINALLY, it's done.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 10: Dig 2 tiles along the long wall.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 11: Pause and one-step until the mid-wall square has 1/7 water.  Why this spot and not the one right next to your other wall?  Because if you build the other wall, this wall will not ever be built, because the game doesn't think the mason can get to it.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 12: Resume the game, and go through the Unsuspend Dance again.  Eventually, the wall will be built.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 13: That square you left open?  Build a wall in it.  You know how to do that.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 14: The square underneath the pump.  Mine it out, put a wall there.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 15: Go back up to your [[screw pump]]. Let the pump operator go get a beer.  They deserve it!  While they're boozing it up, deconstruct the pump, then reconstruct it facing the opposite direction (if it was pumping from the west, have it pump from the east, etc).&lt;br /&gt;
&lt;br /&gt;
Step 16: Repeat step 6 through 14.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 17: Deconstruct your [[screw pump]].  Now comes the fun part.  Dig down stairs or a channel where the screw pump used to be.  Then build a pair of up/down stairs where the screw pump used to be.  You technically only need one set of stairs, but why not build 2?  These will not be deconstructed, so make them out of the material you want for them.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 18: Mine out your old stairs.  Do NOT dig channels here, or you will ruin the whole thing.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 19: If you have down stairs in these now open squares, put floors over them.  They will be deconstructed later, so they can be any material.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 20: Build your [[screw pump]] on the floors.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 21: Get that alcoholic pump operater back to work.  On the z-layer of the aquifer, mine the opposite tile again (as you did in steps 6-9).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 22: Mine and wall the side tiles (like you did in steps 10-13).  DO NOT UNDER ANY CIRCUMSTANCES MINE THE SQUARE UNDER THE PUMP.  This is the aquifer tile that allows the construction of the OTHER side to complete.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 23: Go back up a layer and reverse your pump (you were pumping from the west?  Pump from the east).  Build all four walls, including under the pump.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 24: You can stop pumping now, no water will be coming in this side.  Deconstruct the interior wall DIAGONAL from the aquifer tile that remains inside your walls (the one I told you not to dig out in step 22).  Don't worry, no water will leak through that gap, aquifers only generate water orthogonally, not diagonally.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 25: Mine that last square of natural wall.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 26: Deconstruct your remaining interior walls.  Do NOT deconstruct the walls on the outside of the 4x2 rectangle, or you will have wasted your time.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 27: Build some up stairs under the up/down stairs you built on the layer above.  If there is too much water on this z-layer, throw a channel along one of the short walls and it will drain down to 1/7 in all the remaining tiles.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 28: If the next layer down is another aquifer, repeat steps 1 and 3-27.  This time, step 1 is important.&lt;br /&gt;
&lt;br /&gt;
Step 29: One thing to pay attention to:  When water drains into a layer below, whether or not that layer is an aquifer, the stone will be damp.  The way to tell if it's an aquifer is to observe how much water is in the dug out tile.  If it's not 7/7, that layer is not an aquifer.  &lt;br /&gt;
&lt;br /&gt;
Step 30: Once you've gone through all your aquifer layers, you can build up-down stairs on all 8 squares of your hole for added traffic flow.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Thanks go to QuantumMenace and Hans Lemurson on the forums for coming up with the original processes and posting them on the forum.  If you have different methods than this or the ring method, let's see 'em!&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143361</id>
		<title>User:Hapes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143361"/>
		<updated>2011-04-01T04:41:51Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are multiple ways to pierce an [[aquifer]].  One way (what I'm calling the ring method) can be found on [[User:Rhenaya/HowtoDualAquifer|Rhenaya's User Page]].  Another way was posted [http://www.bay12forums.com/smf/index.php?topic=79224.0 on the forum by Quantum Menace].  This is simply a more detailed description of QM's method.&lt;br /&gt;
&lt;br /&gt;
First off: why use this method instead of the method described by Rhenaya?&lt;br /&gt;
&lt;br /&gt;
# This method allows for a basically unlimited number of aquifers without having to dig ever widening rings.  Using the ring method, if you have four z-layers of aquifer, your outermost ring will be huge.&lt;br /&gt;
# This has a constant profile.  The ring method gets narrower every layer.&lt;br /&gt;
&lt;br /&gt;
Why use the ring method instead of this one?&lt;br /&gt;
&lt;br /&gt;
# If you only have 2 layers.&lt;br /&gt;
# When you don't have the ability to make screw pumps (for instance, very limited wood or stone).&lt;br /&gt;
&lt;br /&gt;
The basic principle relies on these facts:&lt;br /&gt;
&lt;br /&gt;
# Pumping water into a channel adjacent to an aquifer wall (where water has leaked from the aquifer) makes the water being pumped disappear (for all intents and purposes).&lt;br /&gt;
# Water from an aquifer wall does not flow diagonally.&lt;br /&gt;
# One pump can keep an area clear long enough to do parts of a task (for instance, building a wall).&lt;br /&gt;
&lt;br /&gt;
The end result of the process is a four by two set of constructed up/down stairs surrounded by constructed walls.  Once you've pierced all layers of the aquifer, you can return to digging the stairs and not building the walls.&lt;br /&gt;
&lt;br /&gt;
Some basic assumptions:&lt;br /&gt;
&lt;br /&gt;
# You are digging a set of downward stairs, whatever profile you prefer (3x3, 4x2, 10x10, doesn't matter).  &lt;br /&gt;
# You hit the aquifer layer.  &lt;br /&gt;
# No digging has been executed on the aquifer layer yet.  If any digging has resulted in a square being filled with water, congratulations, that's one side of your hole, and you shouldn't dig any more except using these instructions.&lt;br /&gt;
&lt;br /&gt;
And some notes:&lt;br /&gt;
&lt;br /&gt;
# The images posted here are from 0.31.25, using the Phoebus graphic tileset.  It's pretty simple to understand.  The only things you'll need to recognize are designations for [[channel]]s, [[stairs]] and [[screw pumps]].&lt;br /&gt;
&lt;br /&gt;
Onto the process:&lt;br /&gt;
&lt;br /&gt;
Step 1: Swear at the aquifer.  This isn't strictly necessary, but it makes you feel better.  Some people even like them.  They're wierd.&lt;br /&gt;
&lt;br /&gt;
Step 2: On the z-layer ABOVE the aquifer, create a 4x2 room.  The middle 2 cells of one of the long rows should contain some sort of &amp;quot;UP&amp;quot; stairs to allow dwarf access.  The OTHER long row should have only floors. Down stairs will need to be covered by a constructed floor (which will be removed later). A picture for your viewing pleasure:&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 3: Dig 1x2 channels along the short sides of your 4x2 room.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 4: Build a [[screw pump]] facing one direction on the only open floor left.  You do have the components for a screw pump, don't you?  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 5: Pump it, baby!  I mean, uh, start pumping manually (or by gears and axles, but that will require more work setting up than is worth).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 6: On the z-level of the aquifer you're trying to dig through, on the side you're pumping from, opposite the pump, mine ONE SQUARE.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 7: Once the miner digs that out, pause the game, and one-step by hitting period (.) until there is only 1/7 water in that mined out square.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 8: Build a wall in that square.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 9: Resume the game and get ready to unsuspend the building repeatedly.  The mason (assuming you're using stone walls) will come over, put a stone in place, then suspend the job because the water is TOO HIGH OMGWTFBBQ!  Hit &amp;quot;q&amp;quot; then &amp;quot;s&amp;quot; to unsuspend the job.  The mason will stop by again, and suspend the job again.  Unsuspend it.  Keep doing this.  If the mason touches the square in any way, shape or form, progress WILL be made.  Unskilled masons can take as many as 20 unsuspends to complete the wall.  FINALLY, it's done.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 10: Dig 2 tiles along the long wall.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 11: Pause and one-step until the mid-wall square has 1/7 water.  Why this spot and not the one right next to your other wall?  Because if you build the other wall, this wall will not ever be built, because the game doesn't think the mason can get to it.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 12: Resume the game, and go through the Unsuspend Dance again.  Eventually, the wall will be built.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 13: That square you left open?  Build a wall in it.  You know how to do that.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 14: The square underneath the pump.  Mine it out, put a wall there.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 15: Go back up to your [[screw pump]]. Let the pump operator go get a beer.  They deserve it!  While they're boozing it up, deconstruct the pump, then reconstruct it facing the opposite direction (if it was pumping from the west, have it pump from the east, etc).&lt;br /&gt;
&lt;br /&gt;
Step 16: Repeat step 6 through 14.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 17: Deconstruct your [[screw pump]].  Now comes the fun part.  Dig down stairs or a channel where the screw pump used to be.  Then build a pair of up/down stairs where the screw pump used to be.  You technically only need one set of stairs, but why not build 2?  These will not be deconstructed, so make them out of the material you want for them.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 18: Mine out your old stairs.  Do NOT dig channels here, or you will ruin the whole thing.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 19: If you have down stairs in these now open squares, put floors over them.  They will be deconstructed later, so they can be any material.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 20: Build your [[screw pump]] on the floors.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 21: Get that alcoholic pump operater back to work.  On the z-layer of the aquifer, mine the opposite tile again (as you did in steps 6-9).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 22: Mine and wall the side tiles (like you did in steps 10-13).  DO NOT UNDER ANY CIRCUMSTANCES MINE THE SQUARE UNDER THE PUMP.  This is the aquifer tile that allows the construction of the OTHER side to complete.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 23: Go back up a layer and reverse your pump (you were pumping from the west?  Pump from the east).  Build all four walls, including under the pump.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 24: You can stop pumping now, no water will be coming in this side.  Deconstruct the interior wall DIAGONAL from the aquifer tile that remains inside your walls (the one I told you not to dig out in step 22).  Don't worry, no water will leak through that gap, aquifers only generate water orthogonally, not diagonally.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 25: Mine that last square of natural wall.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 26: Deconstruct your remaining interior walls.  Do NOT deconstruct the walls on the outside of the 4x2 rectangle, or you will have wasted your time.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 27: Build some up stairs under the up/down stairs you built on the layer above.  If there is too much water on this z-layer, throw a channel along one of the short walls and it will drain down to 1/7 in all the remaining tiles.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 28: If the next layer down is another aquifer, repeat steps 1 and 3-27.  This time, step 1 is important.&lt;br /&gt;
&lt;br /&gt;
Step 29: One thing to pay attention to:  When water drains into a layer below, whether or not that layer is an aquifer, the stone will be damp.  The way to tell if it's an aquifer is to observe how much water is in the dug out tile.  If it's not 7/7, that layer is not an aquifer.  &lt;br /&gt;
&lt;br /&gt;
Step 30: Once you've gone through all your aquifer layers, you can build up-down stairs on all 8 squares of your hole for added traffic flow.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Thanks go to QuantumMenace and Hans Lemurson on the forums for coming up with the original processes and posting them on the forum.  If you have different methods than this or the ring method, let's see 'em!&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143360</id>
		<title>User:Hapes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143360"/>
		<updated>2011-04-01T04:40:57Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are multiple ways to pierce an [[aquifer]].  One way (what I'm calling the ring method) can be found on [[User:Rhenaya/HowtoDualAquifer|Rhenaya's User Page]].  Another way was posted [http://www.bay12forums.com/smf/index.php?topic=79224.0 on the forum by Quantum Menace].  This is simply a more detailed description of QM's method.&lt;br /&gt;
&lt;br /&gt;
First off: why use this method instead of the method described by Rhenaya?&lt;br /&gt;
&lt;br /&gt;
# This method allows for a basically unlimited number of aquifers without having to dig ever widening rings.  Using the ring method, if you have four z-layers of aquifer, your outermost ring will be huge.&lt;br /&gt;
# This has a constant profile.  The ring method gets narrower every layer.&lt;br /&gt;
&lt;br /&gt;
Why use the ring method instead of this one?&lt;br /&gt;
&lt;br /&gt;
# If you only have 2 layers.&lt;br /&gt;
# When you don't have the ability to make screw pumps (for instance, very limited wood or stone).&lt;br /&gt;
&lt;br /&gt;
The basic principle relies on these facts:&lt;br /&gt;
&lt;br /&gt;
# Pumping water into a channel adjacent to an aquifer wall (where water has leaked from the aquifer) makes the water being pumped disappear (for all intents and purposes).&lt;br /&gt;
# Water from an aquifer wall does not flow diagonally.&lt;br /&gt;
# One pump can keep an area clear long enough to do parts of a task (for instance, building a wall).&lt;br /&gt;
&lt;br /&gt;
The end result of the process is a four by two set of constructed up/down stairs surrounded by constructed walls.  Once you've pierced all layers of the aquifer, you can return to digging the stairs and not building the walls.&lt;br /&gt;
&lt;br /&gt;
Some basic assumptions:&lt;br /&gt;
&lt;br /&gt;
# You are digging a set of downward stairs, whatever profile you prefer (3x3, 4x2, 10x10, doesn't matter).  &lt;br /&gt;
# You hit the aquifer layer.  &lt;br /&gt;
# No digging has been executed on the aquifer layer yet.  If any digging has resulted in a square being filled with water, congratulations, that's one side of your hole, and you shouldn't dig any more except using these instructions.&lt;br /&gt;
&lt;br /&gt;
And some notes:&lt;br /&gt;
&lt;br /&gt;
# The images posted here are from 0.31.25, using the Phoebus graphic tileset.  It's pretty simple to understand.  The only things you'll need to recognize are designations for [[channels]], [[stairs]] and [[screw pumps]].&lt;br /&gt;
&lt;br /&gt;
Onto the process:&lt;br /&gt;
&lt;br /&gt;
Step 1: Swear at the aquifer.  This isn't strictly necessary, but it makes you feel better.  Some people even like them.  They're wierd.&lt;br /&gt;
&lt;br /&gt;
Step 2: On the z-layer ABOVE the aquifer, create a 4x2 room.  The middle 2 cells of one of the long rows should contain some sort of &amp;quot;UP&amp;quot; stairs to allow dwarf access.  The OTHER long row should have only floors. Down stairs will need to be covered by a constructed floor (which will be removed later). A picture for your viewing pleasure:&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 3: Dig 1x2 channels along the short sides of your 4x2 room.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 4: Build a [[screw pump]] facing one direction on the only open floor left.  You do have the components for a screw pump, don't you?  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 5: Pump it, baby!  I mean, uh, start pumping manually (or by gears and axles, but that will require more work setting up than is worth).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 6: On the z-level of the aquifer you're trying to dig through, on the side you're pumping from, opposite the pump, mine ONE SQUARE.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 7: Once the miner digs that out, pause the game, and one-step by hitting period (.) until there is only 1/7 water in that mined out square.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 8: Build a wall in that square.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 9: Resume the game and get ready to unsuspend the building repeatedly.  The mason (assuming you're using stone walls) will come over, put a stone in place, then suspend the job because the water is TOO HIGH OMGWTFBBQ!  Hit &amp;quot;q&amp;quot; then &amp;quot;s&amp;quot; to unsuspend the job.  The mason will stop by again, and suspend the job again.  Unsuspend it.  Keep doing this.  If the mason touches the square in any way, shape or form, progress WILL be made.  Unskilled masons can take as many as 20 unsuspends to complete the wall.  FINALLY, it's done.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 10: Dig 2 tiles along the long wall.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 11: Pause and one-step until the mid-wall square has 1/7 water.  Why this spot and not the one right next to your other wall?  Because if you build the other wall, this wall will not ever be built, because the game doesn't think the mason can get to it.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 12: Resume the game, and go through the Unsuspend Dance again.  Eventually, the wall will be built.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 13: That square you left open?  Build a wall in it.  You know how to do that.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 14: The square underneath the pump.  Mine it out, put a wall there.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 15: Go back up to your [[screw pump]]. Let the pump operator go get a beer.  They deserve it!  While they're boozing it up, deconstruct the pump, then reconstruct it facing the opposite direction (if it was pumping from the west, have it pump from the east, etc).&lt;br /&gt;
&lt;br /&gt;
Step 16: Repeat step 6 through 14.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 17: Deconstruct your [[screw pump]].  Now comes the fun part.  Dig down stairs or a channel where the screw pump used to be.  Then build a pair of up/down stairs where the screw pump used to be.  You technically only need one set of stairs, but why not build 2?  These will not be deconstructed, so make them out of the material you want for them.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 18: Mine out your old stairs.  Do NOT dig channels here, or you will ruin the whole thing.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 19: If you have down stairs in these now open squares, put floors over them.  They will be deconstructed later, so they can be any material.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 20: Build your [[screw pump]] on the floors.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 21: Get that alcoholic pump operater back to work.  On the z-layer of the aquifer, mine the opposite tile again (as you did in steps 6-9).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 22: Mine and wall the side tiles (like you did in steps 10-13).  DO NOT UNDER ANY CIRCUMSTANCES MINE THE SQUARE UNDER THE PUMP.  This is the aquifer tile that allows the construction of the OTHER side to complete.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 23: Go back up a layer and reverse your pump (you were pumping from the west?  Pump from the east).  Build all four walls, including under the pump.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 24: You can stop pumping now, no water will be coming in this side.  Deconstruct the interior wall DIAGONAL from the aquifer tile that remains inside your walls (the one I told you not to dig out in step 22).  Don't worry, no water will leak through that gap, aquifers only generate water orthogonally, not diagonally.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 25: Mine that last square of natural wall.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 26: Deconstruct your remaining interior walls.  Do NOT deconstruct the walls on the outside of the 4x2 rectangle, or you will have wasted your time.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 27: Build some up stairs under the up/down stairs you built on the layer above.  If there is too much water on this z-layer, throw a channel along one of the short walls and it will drain down to 1/7 in all the remaining tiles.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 28: If the next layer down is another aquifer, repeat steps 1 and 3-27.  This time, step 1 is important.&lt;br /&gt;
&lt;br /&gt;
Step 29: One thing to pay attention to:  When water drains into a layer below, whether or not that layer is an aquifer, the stone will be damp.  The way to tell if it's an aquifer is to observe how much water is in the dug out tile.  If it's not 7/7, that layer is not an aquifer.  &lt;br /&gt;
&lt;br /&gt;
Step 30: Once you've gone through all your aquifer layers, you can build up-down stairs on all 8 squares of your hole for added traffic flow.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Thanks go to QuantumMenace and Hans Lemurson on the forums for coming up with the original processes and posting them on the forum.  If you have different methods than this or the ring method, let's see 'em!&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143359</id>
		<title>User:Hapes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143359"/>
		<updated>2011-04-01T04:38:27Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are multiple ways to pierce an [[aquifer]].  One way (what I'm calling the ring method) can be found on [[User:Rhenaya/HowtoDualAquifer|Rhenaya's User Page]].  Another way was posted [http://www.bay12forums.com/smf/index.php?topic=79224.0 on the forum by Quantum Menace].  This is simply a more detailed description of QM's method.&lt;br /&gt;
&lt;br /&gt;
First off: why use this method instead of the method described by Rhenaya?&lt;br /&gt;
&lt;br /&gt;
# This method allows for a basically unlimited number of aquifers without having to dig ever widening rings.  Using the ring method, if you have four z-layers of aquifer, your outermost ring will be huge.&lt;br /&gt;
# This has a constant profile.  The ring method gets narrower every layer.&lt;br /&gt;
&lt;br /&gt;
Why use the ring method instead of this one?&lt;br /&gt;
&lt;br /&gt;
# If you only have 2 layers.&lt;br /&gt;
# When you don't have the ability to make screw pumps (for instance, very limited wood or stone).&lt;br /&gt;
&lt;br /&gt;
The basic principle relies on these facts:&lt;br /&gt;
&lt;br /&gt;
# Pumping water into a channel adjacent to an aquifer wall (where water has leaked from the aquifer) makes the water being pumped disappear (for all intents and purposes).&lt;br /&gt;
# Water from an aquifer wall does not flow diagonally.&lt;br /&gt;
# One pump can keep an area clear long enough to do parts of a task (for instance, building a wall).&lt;br /&gt;
&lt;br /&gt;
The end result of the process is a four by two set of constructed up/down stairs surrounded by constructed walls.  Once you've pierced all layers of the aquifer, you can return to digging the stairs and not building the walls.&lt;br /&gt;
&lt;br /&gt;
Some basic assumptions:&lt;br /&gt;
&lt;br /&gt;
# You are digging a set of downward stairs, whatever profile you prefer (3x3, 4x2, 10x10, doesn't matter).  &lt;br /&gt;
# You hit the aquifer layer.  &lt;br /&gt;
# No digging has been executed on the aquifer layer yet.  If any digging has resulted in a square being filled with water, congratulations, that's one side of your hole, and you shouldn't dig any more except using these instructions.&lt;br /&gt;
# You can understand the images I have provided here.  They are screenshots from the Phoebus graphic set.&lt;br /&gt;
&lt;br /&gt;
Onto the process:&lt;br /&gt;
&lt;br /&gt;
Step 1: Swear at the aquifer.  This isn't strictly necessary, but it makes you feel better.  Some people even like them.  They're wierd.&lt;br /&gt;
&lt;br /&gt;
Step 2: On the z-layer ABOVE the aquifer, create a 4x2 room.  The middle 2 cells of one of the long rows should contain some sort of &amp;quot;UP&amp;quot; stairs to allow dwarf access.  The OTHER long row should have only floors. Down stairs will need to be covered by a constructed floor (which will be removed later). A picture for your viewing pleasure:&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 3: Dig 1x2 channels along the short sides of your 4x2 room.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 4: Build a [[screw pump]] facing one direction on the only open floor left.  You do have the components for a screw pump, don't you?  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 5: Pump it, baby!  I mean, uh, start pumping manually (or by gears and axles, but that will require more work setting up than is worth).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 6: On the z-level of the aquifer you're trying to dig through, on the side you're pumping from, opposite the pump, mine ONE SQUARE.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 7: Once the miner digs that out, pause the game, and one-step by hitting period (.) until there is only 1/7 water in that mined out square.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 8: Build a wall in that square.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 9: Resume the game and get ready to unsuspend the building repeatedly.  The mason (assuming you're using stone walls) will come over, put a stone in place, then suspend the job because the water is TOO HIGH OMGWTFBBQ!  Hit &amp;quot;q&amp;quot; then &amp;quot;s&amp;quot; to unsuspend the job.  The mason will stop by again, and suspend the job again.  Unsuspend it.  Keep doing this.  If the mason touches the square in any way, shape or form, progress WILL be made.  Unskilled masons can take as many as 20 unsuspends to complete the wall.  FINALLY, it's done.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 10: Dig 2 tiles along the long wall.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 11: Pause and one-step until the mid-wall square has 1/7 water.  Why this spot and not the one right next to your other wall?  Because if you build the other wall, this wall will not ever be built, because the game doesn't think the mason can get to it.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 12: Resume the game, and go through the Unsuspend Dance again.  Eventually, the wall will be built.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 13: That square you left open?  Build a wall in it.  You know how to do that.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 14: The square underneath the pump.  Mine it out, put a wall there.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 15: Go back up to your [[screw pump]]. Let the pump operator go get a beer.  They deserve it!  While they're boozing it up, deconstruct the pump, then reconstruct it facing the opposite direction (if it was pumping from the west, have it pump from the east, etc).&lt;br /&gt;
&lt;br /&gt;
Step 16: Repeat step 6 through 14.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 17: Deconstruct your [[screw pump]].  Now comes the fun part.  Dig down stairs or a channel where the screw pump used to be.  Then build a pair of up/down stairs where the screw pump used to be.  You technically only need one set of stairs, but why not build 2?  These will not be deconstructed, so make them out of the material you want for them.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 18: Mine out your old stairs.  Do NOT dig channels here, or you will ruin the whole thing.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 19: If you have down stairs in these now open squares, put floors over them.  They will be deconstructed later, so they can be any material.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 20: Build your [[screw pump]] on the floors.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 21: Get that alcoholic pump operater back to work.  On the z-layer of the aquifer, mine the opposite tile again (as you did in steps 6-9).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 22: Mine and wall the side tiles (like you did in steps 10-13).  DO NOT UNDER ANY CIRCUMSTANCES MINE THE SQUARE UNDER THE PUMP.  This is the aquifer tile that allows the construction of the OTHER side to complete.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 23: Go back up a layer and reverse your pump (you were pumping from the west?  Pump from the east).  Build all four walls, including under the pump.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 24: You can stop pumping now, no water will be coming in this side.  Deconstruct the interior wall DIAGONAL from the aquifer tile that remains inside your walls (the one I told you not to dig out in step 22).  Don't worry, no water will leak through that gap, aquifers only generate water orthogonally, not diagonally.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 25: Mine that last square of natural wall.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 26: Deconstruct your remaining interior walls.  Do NOT deconstruct the walls on the outside of the 4x2 rectangle, or you will have wasted your time.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 27: Build some up stairs under the up/down stairs you built on the layer above.  If there is too much water on this z-layer, throw a channel along one of the short walls and it will drain down to 1/7 in all the remaining tiles.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 28: If the next layer down is another aquifer, repeat steps 1 and 3-27.  This time, step 1 is important.&lt;br /&gt;
&lt;br /&gt;
Step 29: One thing to pay attention to:  When water drains into a layer below, whether or not that layer is an aquifer, the stone will be damp.  The way to tell if it's an aquifer is to observe how much water is in the dug out tile.  If it's not 7/7, that layer is not an aquifer.  &lt;br /&gt;
&lt;br /&gt;
Step 30: Once you've gone through all your aquifer layers, you can build up-down stairs on all 8 squares of your hole for added traffic flow.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Thanks go to QuantumMenace and Hans Lemurson on the forums for coming up with the original processes and posting them on the forum.  If you have different methods than this or the ring method, let's see 'em!&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143358</id>
		<title>User:Hapes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hapes&amp;diff=143358"/>
		<updated>2011-04-01T04:37:04Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are multiple ways to pierce an [[aquifer]].  One way (what I'm calling the ring method) can be found on [[User:Rhenaya/HowtoDualAquifer|Rhenaya's User Page]].  Another way was posted [http://www.bay12forums.com/smf/index.php?topic=79224.0 on the forum by Quantum Menace].  This is simply a more detailed description of QM's method.&lt;br /&gt;
&lt;br /&gt;
First off: why use this method instead of the method described by Rhenaya?&lt;br /&gt;
&lt;br /&gt;
# This method allows for a basically unlimited number of aquifers without having to dig ever widening rings.  If you have four z-layers of aquifer, your outermost ring will be huge.&lt;br /&gt;
# This has a constant profile.  The ring method gets narrower every layer.&lt;br /&gt;
&lt;br /&gt;
Why use the ring method instead of this one?&lt;br /&gt;
&lt;br /&gt;
# If you only have 2 layers.&lt;br /&gt;
# When you don't have the ability to make screw pumps (for instance, very limited wood or stone).&lt;br /&gt;
&lt;br /&gt;
The basic principle relies on these facts:&lt;br /&gt;
&lt;br /&gt;
# Pumping water into a channel adjacent to an aquifer wall (where water has leaked from the aquifer) makes the water being pumped disappear (for all intents and purposes).&lt;br /&gt;
# Water from an aquifer wall does not flow diagonally.&lt;br /&gt;
# One pump can keep an area clear long enough to do parts of a task (for instance, building a wall).&lt;br /&gt;
&lt;br /&gt;
The end result of the process is a four by two set of constructed up/down stairs surrounded by constructed walls.  Once you've pierced all layers of the aquifer, you can return to digging the stairs and not building the walls.&lt;br /&gt;
&lt;br /&gt;
Some basic assumptions:&lt;br /&gt;
&lt;br /&gt;
# You are digging a set of downward stairs, whatever profile you prefer (3x3, 4x2, 10x10, doesn't matter).  &lt;br /&gt;
# You hit the aquifer layer.  &lt;br /&gt;
# No digging has been executed on the aquifer layer yet.  If any digging has resulted in a square being filled with water, congratulations, that's one side of your hole, and you shouldn't dig any more except using these instructions.&lt;br /&gt;
# You can understand the images I have provided here.  They are screenshots from the Phoebus graphic set.&lt;br /&gt;
&lt;br /&gt;
Onto the process:&lt;br /&gt;
&lt;br /&gt;
Step 1: Swear at the aquifer.  This isn't strictly necessary, but it makes you feel better.  Some people even like them.  They're wierd.&lt;br /&gt;
&lt;br /&gt;
Step 2: On the z-layer ABOVE the aquifer, create a 4x2 room.  The middle 2 cells of one of the long rows should contain some sort of &amp;quot;UP&amp;quot; stairs to allow dwarf access.  The OTHER long row should have only floors. Down stairs will need to be covered by a constructed floor (which will be removed later). A picture for your viewing pleasure:&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 3: Dig 1x2 channels along the short sides of your 4x2 room.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 4: Build a [[screw pump]] facing one direction on the only open floor left.  You do have the components for a screw pump, don't you?  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 5: Pump it, baby!  I mean, uh, start pumping manually (or by gears and axles, but that will require more work setting up than is worth).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 6: On the z-level of the aquifer you're trying to dig through, on the side you're pumping from, opposite the pump, mine ONE SQUARE.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 7: Once the miner digs that out, pause the game, and one-step by hitting period (.) until there is only 1/7 water in that mined out square.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 8: Build a wall in that square.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 9: Resume the game and get ready to unsuspend the building repeatedly.  The mason (assuming you're using stone walls) will come over, put a stone in place, then suspend the job because the water is TOO HIGH OMGWTFBBQ!  Hit &amp;quot;q&amp;quot; then &amp;quot;s&amp;quot; to unsuspend the job.  The mason will stop by again, and suspend the job again.  Unsuspend it.  Keep doing this.  If the mason touches the square in any way, shape or form, progress WILL be made.  Unskilled masons can take as many as 20 unsuspends to complete the wall.  FINALLY, it's done.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 10: Dig 2 tiles along the long wall.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 11: Pause and one-step until the mid-wall square has 1/7 water.  Why this spot and not the one right next to your other wall?  Because if you build the other wall, this wall will not ever be built, because the game doesn't think the mason can get to it.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 12: Resume the game, and go through the Unsuspend Dance again.  Eventually, the wall will be built.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 13: That square you left open?  Build a wall in it.  You know how to do that.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 14: The square underneath the pump.  Mine it out, put a wall there.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 15: Go back up to your [[screw pump]]. Let the pump operator go get a beer.  They deserve it!  While they're boozing it up, deconstruct the pump, then reconstruct it facing the opposite direction (if it was pumping from the west, have it pump from the east, etc).&lt;br /&gt;
&lt;br /&gt;
Step 16: Repeat step 6 through 14.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 17: Deconstruct your [[screw pump]].  Now comes the fun part.  Dig down stairs or a channel where the screw pump used to be.  Then build a pair of up/down stairs where the screw pump used to be.  You technically only need one set of stairs, but why not build 2?  These will not be deconstructed, so make them out of the material you want for them.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 18: Mine out your old stairs.  Do NOT dig channels here, or you will ruin the whole thing.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 19: If you have down stairs in these now open squares, put floors over them.  They will be deconstructed later, so they can be any material.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 20: Build your [[screw pump]] on the floors.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 21: Get that alcoholic pump operater back to work.  On the z-layer of the aquifer, mine the opposite tile again (as you did in steps 6-9).&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 22: Mine and wall the side tiles (like you did in steps 10-13).  DO NOT UNDER ANY CIRCUMSTANCES MINE THE SQUARE UNDER THE PUMP.  This is the aquifer tile that allows the construction of the OTHER side to complete.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 23: Go back up a layer and reverse your pump (you were pumping from the west?  Pump from the east).  Build all four walls, including under the pump.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 24: You can stop pumping now, no water will be coming in this side.  Deconstruct the interior wall DIAGONAL from the aquifer tile that remains inside your walls (the one I told you not to dig out in step 22).  Don't worry, no water will leak through that gap, aquifers only generate water orthogonally, not diagonally.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 25: Mine that last square of natural wall.  &lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 26: Deconstruct your remaining interior walls.  Do NOT deconstruct the walls on the outside of the 4x2 rectangle, or you will have wasted your time.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 27: Build some up stairs under the up/down stairs you built on the layer above.  If there is too much water on this z-layer, throw a channel along one of the short walls and it will drain down to 1/7 in all the remaining tiles.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Step 28: If the next layer down is another aquifer, repeat steps 1 and 3-27.  This time, step 1 is important.&lt;br /&gt;
&lt;br /&gt;
Step 29: One thing to pay attention to:  When water drains into a layer below, whether or not that layer is an aquifer, the stone will be damp.  The way to tell if it's an aquifer is to observe how much water is in the dug out tile.  If it's not 7/7, that layer is not an aquifer.  &lt;br /&gt;
&lt;br /&gt;
Step 30: Once you've gone through all your aquifer layers, you can build up-down stairs on all 8 squares of your hole for added traffic flow.&lt;br /&gt;
&lt;br /&gt;
IMG GOES HERE&lt;br /&gt;
&lt;br /&gt;
Thanks go to QuantumMenace and Hans Lemurson on the forums for coming up with the original processes and posting them on the forum.  If you have different methods than this or the ring method, let's see 'em!&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=140420</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=140420"/>
		<updated>2011-03-24T17:12:05Z</updated>

		<summary type="html">&lt;p&gt;Hapes: /* User:hapes page */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and looks like a +. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
The wiki system is set up to autoconfirm a user after 3 days of existence as a registered user.  Once that's done, you'll never have to enter a captcha again. (also, it's not possible, even as an admin / bureaucrat to manually add a user to the autoconfirmed group, sorry) --[[User:Briess|Briess]] 07:37, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
I'm on IRC nearly every waking moment. --[[User:Briess|Briess]] 20:13, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==[[Template:ArticleVersion]]==&lt;br /&gt;
''Two dozen'' consecutive edits? &amp;quot;Preview&amp;quot; just not a possibility?--[[User:Albedo|Albedo]] 20:14, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== cv ==&lt;br /&gt;
So, forgive my continuing ignorance, but once the changeover happens, &amp;quot;cv&amp;quot; will then become whatever version 2010 is, right? And if so, how do we then distinguish between redirects appropriate only to the 40d legacy articles (which are currently being &amp;quot;corrected&amp;quot; using CV) and those that should go to the then truly &amp;quot;current version&amp;quot; 2010 articles?--[[User:Albedo|Albedo]] 21:45, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search terms and redirects ==&lt;br /&gt;
&lt;br /&gt;
 So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. Emi&lt;br /&gt;
Hi. I'm ''sure'' what you meant was to ask ''&amp;quot;Why did you delete that?&amp;quot;'', and not presume to lecture me about how redirects work.  And my response would be - ''&amp;quot;Why did you create it?&amp;quot;''   Because I didn't &amp;quot;change&amp;quot; it, I ''deleted'' it - and there's a difference, and a difference in the reasoning behind each.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gold bars&amp;quot; is not really a term to link from, just not appropriate for a page title.  It's not a term likely to be typed in to the search window, nor is it a wiki-article title in game terms. [[Gold]] is a perfectly valid (and existing) search term, and [[bars]] are as well, but not in the sense of &amp;quot;gold bars&amp;quot;, unless you are [[construction|constructing]] horizontal or vertical bars from a single '''[[bar]]''' of [[gold]] (&amp;quot;bars&amp;quot; of gold being distinct from a &amp;quot;bar&amp;quot; of gold, for better or worse).  And it's not usually a policy to create redirects, even Search redirects, based on erroneous understandings of the layout of the wiki.  (If so, &amp;quot;silver bars&amp;quot;, &amp;quot;copper bars&amp;quot;, &amp;quot;bismuth bronze battle axe&amp;quot; and &amp;quot;narrow giant cave spider silk trousers&amp;quot; could all be included by some well meaning user based on one User's example - and that's more work than I want. Or any Admin.)  More, &amp;quot;gold bars&amp;quot; is plural, which breaks yet another rule.  So why, pray, do we need it in the first place?  Lastly, if &amp;quot;gold bars&amp;quot; ''were'' a valid search or redirect term, I would think it should redirect to either &amp;quot;bar&amp;quot;, the item (to clarify what a &amp;quot;bar&amp;quot; is, gold or not), or &amp;quot;gold&amp;quot; (the [[material]], to address that aspect), rather than [[metal]], which doesn't address the actual term, but is only a generally related umbrella article - but that confusion gets back to the reason I deleted it in the first place.  I didn't even notice it was you that had created that page, but if I had I would have asked you this before deleting it.  So... since we're here, why ''did'' you see a need to create it in the first place?&lt;br /&gt;
&lt;br /&gt;
And while we're on the subject, you seem to be fairly enthusiastic about redirecting every game term to cv:game term - even if they are NOT version specific. You may want to slow down before hitting every last one, since things like [[acronym]]s and such will then have to be tracked down and returned to mainspace existence.  Several in the long, long list on [[:Category:Obsolete]] seem more than a bit suspect, but I suppose now that it's done only the new version will prove them so or not. --[[User:Albedo|Albedo]] 02:47, 27 March 2010 (UTC)&lt;br /&gt;
 I agree that it's maybe a silly redirect, however, right now I am making sure &lt;br /&gt;
 these redirects all work properly&lt;br /&gt;
Use some discretion. I saw a page marked N(ew), and it didn't belong. If you recognize it as &amp;quot;silly&amp;quot;, then don't go to the trouble to perpetuate it.   And allow me to make something else clear that you should understand. Before you replace a page that Admin has deleted, you should ask them &amp;quot;why?&amp;quot; first. Thanks so much for your understanding on that last point.--[[User:Albedo|Albedo]] 03:07, 27 March 2010 (UTC)&lt;br /&gt;
 Discretion only slows down serializable tasks like the one I was doing. It's much easier to follow the &lt;br /&gt;
 same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect&lt;br /&gt;
So you are going to cover all those &amp;quot;silly&amp;quot; redirects that require it? Reassuring to hear - so long as someone has it covered, no problem then.--[[User:Albedo|Albedo]] 03:18, 27 March 2010 (UTC)&lt;br /&gt;
 Also, because there's no real reason not to have most of these redirects, it's silly to bother  &lt;br /&gt;
 checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my &lt;br /&gt;
 word is law&amp;quot; attitude, I'm not sure this is a place I want to be.&lt;br /&gt;
If that were the case, I would have simply acted high-handed and slapped you and not explained my reasoning - but we both know I didn't, so I'm left wondering why you even mention it. Meanwhile, I'm still waiting for ''your'' reason for replacing the page that an Admin deleted rather than asking them why they did it. Even if you ''were'' Admin, do you think that is a good approach to the situation?--[[User:Albedo|Albedo]] 03:24, 27 March 2010 (UTC)&lt;br /&gt;
 I didn't notice that you had deleted it until after I had recreated it. &lt;br /&gt;
I see.&lt;br /&gt;
 I ask again if you use either of those other communication methods...&lt;br /&gt;
 it's much easier to work these things out in real time.&lt;br /&gt;
No, sorry. And as Admin of this wiki, I feel it's important to use this format to work these things out. Which (I hope) we've now done. Readya later.--[[User:Albedo|Albedo]] 17:45, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot edit request ==&lt;br /&gt;
&lt;br /&gt;
Could you change all of the non-namespace-specific article links in template pages to use [[template:L]]? This is going to be a problem soon. [[User:VengefulDonut|VengefulDonut]] 11:43, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EmiBot's Standing Orders ==&lt;br /&gt;
Will it do that daily/hourly? B/c new pages are flying up without it. I agree it's overly long, and I thought about that, but it'll only be long for these first few days, until the immediate flurry has calmed a bit, then we back off. Right now, it's amateur hour out there, so any help is a good thing in those directions.  (No automatic fixes? Urgh -that's a LOT of manual...) :P --[[User:Albedo|Albedo]] 20:08, 2 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, I find myself waiting on an answer to my question while you focus on your own agenda - still waiting, thanks.--[[User:Albedo|Albedo]] 21:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Deletion Template==&lt;br /&gt;
I explained my reasoning on the talk page, but in short: (1)The mod is not at all notable.  (I am not willing to claim a notable mod would not deserve a page on its own, but this is a mod that adds 4 creatures and no one talks about - hardly deserving of a page).  (2) There is only one relevant piece of information about this mod - where it can be found.  (3) The page doesn't even include that information, and is thus useless.  (4) A link to the mod on DFFD or its forum thread, and a very short blurb (&amp;quot;adds 4 new mega beasts&amp;quot;) should be added to a general mod page if the mod is going to have a presence on the wiki. --[[User:Squirrelloid|Squirrelloid]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:Ah, sure, i can do that.  I honestly just took a stab in the dark that deletion was the right template, and didn't actually know there were options... la la la? --[[User:Squirrelloid|Squirrelloid]] 06:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Template:Alloy3]] ==&lt;br /&gt;
&lt;br /&gt;
I wasn't sure who to mention this to, and I apologize if it has already been noted, but this template is in use on 40d pages while the link built into the template for [[construction]] links to the &amp;quot;2010&amp;quot; namespace. Not sure what the best way to fix it would be, as I assume that the template will continue to be used. --[[User:Soy|Soy]] 16:10, 5 April 2010 (UTC)&lt;br /&gt;
:Thanks for looking into that! However, it looks like this is going to be an issue with a lot of the existing templates that are used across both versions. I think I see what your fix does and if I get some free time this evening I would be happy to try to update what I can find unless you can think of any negative impact it would have. -- [[User:Soy|Soy]] 19:32, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==nm==&lt;br /&gt;
Yeah, I spoke before I read his talk page.  And I remembered it as CMD.  And he's right in that that's how it &amp;quot;should&amp;quot; be - the fact that it's not how it is in-game just an awkward DF reality. Altho', I see it as a style issue, not a coding issue.--[[User:Albedo|Albedo]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
 I probably still would have argued for Cmd with a redirect from CMD.&lt;br /&gt;
That's not an issue to take up over one page - that's a global style issue, and would change the established, existing guidelines on [[Dwarf_Fortress_Wiki:Community_Portal]]. (Not that I wouldn't mind seeing some change, but (unsurprisingly) mine are style-based critiques.) --[[User:Albedo|Albedo]] 02:39, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== JS ==&lt;br /&gt;
&lt;br /&gt;
Thanks! :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:39, 9 April 2010 (UTC)&lt;br /&gt;
== IRC ==&lt;br /&gt;
my firewall is dumb on windows, so I can't get on IRC, and I don't want to spend 3 hours figuring it out :( --[[User:Briess|Briess]] 04:42, 12 April 2010 (UTC)&lt;br /&gt;
:It is.  It took me about a day to figure out how to unblock port 80 &amp;gt;&amp;lt; --[[User:Briess|Briess]] 06:12, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ban required ==&lt;br /&gt;
&lt;br /&gt;
Please ban [[Special:Contributions/74.222.1.40|74.222.1.40]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Thank you very much =)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gretings --[[User:Used|Used]] 08:12, 16 June 2010 (UTC)&lt;br /&gt;
:Also [[Special:Contributions/121.205.89.153|121.205.89.153]]. --[[User:Quietust|Quietust]] 16:23, 16 June 2010 (UTC)&lt;br /&gt;
::Even better: semi-protect [[Dwarf Fortress Wiki talk:Centralized Discussion‎]] so that only logged-in users can edit it. --[[User:Quietust|Quietust]] 16:25, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Easiest of all: just go to [[Dwarf Fortress Wiki:Spamreport‎]] and ban all of the bots listed. Whenever another one shows up, I'll let you know. --[[User:Quietust|Quietust]] 21:52, 18 June 2010 (UTC)&lt;br /&gt;
:Personally, i would've gone for a template that marks an ip, or user. Maybe like it being called UserReport, or Report, and then people could do the template thing to report a user. Not sure how that could be coded in, but it could allow administrators to be more warned and prepared to provide a look at the ip. To be honest, all these spambots are just strange. Also, deja vu, i could've sworn this happened in the exact same way before. Maybe another wiki... --[[User:Hugna|Hugna]] 22:47, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug in rate script ==&lt;br /&gt;
&lt;br /&gt;
There's a bug in [[User:Emi/review.js]] - it's always putting the exact same timestamp: &amp;quot;08:00, 22 May 2010 (UTC)&amp;quot;. --[[User:Quietust|Quietust]] 23:36, 5 August 2010 (UTC)&lt;br /&gt;
:Can't believe I didn't notice that before. It's fixed now. :) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:10, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The rating script stopped working for me. Could have something to do with maintenance? --[[User:MathFox|MathFox]] 16:49, 22 September 2010 (UTC)&lt;br /&gt;
:Specifically, it gets to &amp;quot;Getting token...&amp;quot; and then seems to hang. --[[User:Quietust|Quietust]] 17:44, 22 September 2010 (UTC)&lt;br /&gt;
::Oh, API probably wasn't re-enabled. Gotta wait for Briess on this one. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 19:33, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken quality tags ==&lt;br /&gt;
&lt;br /&gt;
The quality tags are no longer showing up in the right place - they show up in the upper-left corner of the article body (just below the title) instead of the upper-right corner of the page (aligned with the title). --[[User:Quietust|Quietust]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
:Currently quality tags show up in the upper-right corner for me. --[[User:Another|Another]] 10:57, 22 September 2010 (UTC)&lt;br /&gt;
::Yeah, they were stealth-fixed shortly after I posted this comment (and the reply was posted on my own user page rather than here). --[[User:Quietust|Quietust]] 12:39, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Confirm e-mail address throwing and error ==&lt;br /&gt;
&lt;br /&gt;
I got the following when trying to confirm my email address:&lt;br /&gt;
&lt;br /&gt;
''Confirm e-mail address&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
''Mailer returned: mailer error&lt;br /&gt;
&lt;br /&gt;
Thanks for your time and effort.  --[[User:Jwest23|Jwest23]] 14:41, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Main page is unavailable ==&lt;br /&gt;
&lt;br /&gt;
Does no one uses it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'd like to add that changing the version and creating the new Mirrors and Release Information pages don't work and show red links.&amp;lt;/s&amp;gt; Nvm, it works now --Dorf2&lt;br /&gt;
&lt;br /&gt;
== The Grimoire of Armok ==&lt;br /&gt;
&lt;br /&gt;
Hey, http://www.bay12forums.com/smf/index.php?topic=77327.0 is the topic this is based on.&lt;br /&gt;
&lt;br /&gt;
essentialy, were going to try make a Grimoire of Armok, and we need an online page for it to be stitched together and to eventualy host the completed version, do you mind if i use the Magma wiki? its a community work in progress, so i hope it can have a place on here.&lt;br /&gt;
&lt;br /&gt;
Best regards: Karakzon&lt;br /&gt;
 also whats with the 12:03, 15 February 2011 (UTC) thing?&lt;br /&gt;
&lt;br /&gt;
: I'm not completely sure if this is the sort of thing that belongs on dfwiki, let me get back to you on it, okay? Also, if you type exactly four tildes like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; it will create a signature that consists of a link to your user page and a timestamp, similar to this -&amp;gt; [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 04:08, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Release information/0.31.19 and Template:News/Mirrors/0.31.19 ==&lt;br /&gt;
&lt;br /&gt;
New version! Updated what I could, but that's stuff I can't. --[[User:Gamildum|Gamildum]] 15:16, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rails Project ==&lt;br /&gt;
&lt;br /&gt;
I'm experienced with rails (been using it a few years) and am interested in a dfwiki project&lt;br /&gt;
&lt;br /&gt;
[[User:JimboOmega|JimboOmega]] 19:18, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Went there, browsed around - it seems like a rails backed wiki without any real content (and a few of the familliar &amp;quot;something went wrong&amp;quot; rails pages).&lt;br /&gt;
&lt;br /&gt;
What are you looking for...?&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Looks pretty cool.  How can I help?  My email address is (my user name) @ gmail.com&lt;br /&gt;
&lt;br /&gt;
Can't discover your username and thus email address if you don't sign your post. :P [[User:Naros|Naros]] 21:05, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Posting here to request the creation of my user page, per the Site Announcements, primarily as a persistent workspace.  Thanks in advance [[User:Valkyrie|Valkyrie]] 22:05, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bathtub ==&lt;br /&gt;
&lt;br /&gt;
I, err, don't play the ANSI version.  Only tried it once for about five minutes.  Ever since then, I've downloaded versions with the graphics pre-installed.  So I'm not sure what a Dwarven Bathtub looks like if you use the default tiles?  The image is only used on the {{L|cleaning}} page, so it's not like there's a lot to change, though.  The only thing I'm sure about is that the ramps are the same in both.  [[User:Uristocrat|Uristocrat]] 09:16, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-User Page Creation ==&lt;br /&gt;
&lt;br /&gt;
I would like a category created called &amp;quot;Flowchart&amp;quot; so as to categorize pages like http://df.magmawiki.com/index.php/File:MetalIndustry3.jpg or http://df.magmawiki.com/index.php/From_Caravan_to_Happy_Dwarves&lt;br /&gt;
&lt;br /&gt;
Thank you.  [[User:Shenzahn|Shenzahn]] 13:31, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
A [[DF2010:Large pot]] page would be nice. [[User:ZCM|ZCM]] 03:54, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you please enable the creation of new pages for my account.  I use to have this ability but somewhere it seems to have disappeared.  I was going to add small pages for beekeeping and wax working. [[User:Profit|Profit]] 18:14, 12 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page creation requests ==&lt;br /&gt;
&lt;br /&gt;
Can you please create [[Template:B12Forum]] &amp;amp; [[Template:DFFD]]? I plan on creating up the links to the Bay12 Forums &amp;amp; DF File Depot with these templates. And [[Template:Release date]] I plan to use that for release dates on graphic packs &amp;amp; mods.&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 10:04, 17 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User:hapes page ==&lt;br /&gt;
&lt;br /&gt;
I would like to put up quantummenace's aquifer piercing method.  Can you allow me access to my use page so I can do that?  Thanks.&lt;br /&gt;
[[User:Hapes|Hapes]] 17:12, 24 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hapes/monobook.js&amp;diff=92435</id>
		<title>User:Hapes/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hapes/monobook.js&amp;diff=92435"/>
		<updated>2010-04-13T21:58:54Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;br /&gt;
importScript('User:Emi/clock.js');&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hapes/monobook.js&amp;diff=92434</id>
		<title>User:Hapes/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hapes/monobook.js&amp;diff=92434"/>
		<updated>2010-04-13T21:57:51Z</updated>

		<summary type="html">&lt;p&gt;Hapes: Created page with 'importScript('User:Briess/hideAnnouncements.js');'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10072</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10072"/>
		<updated>2007-12-13T18:45:45Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not 100? ==&lt;br /&gt;
&lt;br /&gt;
I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Queen As Peasant ==&lt;br /&gt;
&lt;br /&gt;
I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5500</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5500"/>
		<updated>2007-11-28T18:01:52Z</updated>

		<summary type="html">&lt;p&gt;Hapes: /* Seed 1639366901,  A location with practically everything */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Continents of Mist ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/69121571/continents_of_mist.zip The Continents of Mist]&amp;lt;br/&amp;gt;&lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
(version v0.27.169.33a, seed 757133686, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, and over 7 volcanoes scattered around the map.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
Here's a volcano in the tundra:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
And here's a starting location with almost literally everything: trees, flux, a magma pocket (not visible from the surface, but only a few levels from the surface below the elevated area between the trees and the sand), all the basic metals, sand and adamantine.  There are many other really good sites in the squares around the same volcano, and several similarly ideal sites around volcanoes about six region tiles to the east and southeast.&lt;br /&gt;
&lt;br /&gt;
The dwarven town depicted is my own abandoned fortress; you won't see it when you play.&lt;br /&gt;
&lt;br /&gt;
[[Image:seed0volcano.png|The zen site - one with everything]].&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;quot;Terrifying&amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seeda.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seedb.png]]&lt;br /&gt;
&lt;br /&gt;
===Seed 34: One Reject Seed===&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand, '''unless''' you grow your starting area eastward by 2 more spaces, in which case you'll get some spaces of red sand. Note that it was generated on windows XP, and may be different on another OS.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
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'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
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'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
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The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
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[[Image:4265985437.PNG]]&lt;br /&gt;
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=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
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Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
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=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
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=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
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=== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ===&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
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'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
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'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
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'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
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'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
&lt;br /&gt;
'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
&lt;br /&gt;
'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
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'''9.''' a small selection of trees and shrubs&lt;br /&gt;
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'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
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'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
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'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
&lt;br /&gt;
[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 7185120: Snow-Encrusted ===&lt;br /&gt;
&lt;br /&gt;
126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
&lt;br /&gt;
This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
&lt;br /&gt;
Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
&lt;br /&gt;
=== Seed 71551: Another quickie ===&lt;br /&gt;
&lt;br /&gt;
5 Rejects.&lt;br /&gt;
&lt;br /&gt;
29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
&lt;br /&gt;
-Ilmuri&lt;br /&gt;
&lt;br /&gt;
=== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ===&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has 113 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2967067655: An interesting site with a lot to offer ===&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ===&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Volcano + Vent surveys ===&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 92003: Respectable site, probably comparable to Paul's ===&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2536495025: Another respectable site ===&lt;br /&gt;
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On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
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Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
&lt;br /&gt;
=== Seed 987654321 - Quicky ===&lt;br /&gt;
''Title: STANDARD''&amp;lt;br/&amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
&lt;br /&gt;
=== Seed 473220798 - A quirky one ===&lt;br /&gt;
The parameter title, not name, was &amp;quot;SEED&amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;br /&gt;
&lt;br /&gt;
=== Seed 120 (=lol!) ===&lt;br /&gt;
''It is a well known fact that when you write &amp;quot;lol&amp;quot; with 1337-language, it is written &amp;quot;101&amp;quot;. In binary, this is the same as the decimal number 5. This means that &amp;quot;lol!&amp;quot; = 5! From math we all(?) know that 5! = 120. Therefore: 120 = lol!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''But enough gibberish.''' This world has '''1 reject''' when using the '''seed 120'''&amp;lt;br/&amp;gt;&lt;br /&gt;
There is volcano in a forest with a river nearby, and an aquifier for challenge! To find it, its the 5th tile from the left, 4th tile from the bottom on the world map when choosing a site. Also check out two tiles to the right of this (still on the world map), and you will find a volcanic island! :D Searching around you will also find major rivers. In other words, a quick cool seed. Enjoy&lt;br /&gt;
&lt;br /&gt;
=== Seed 1205746126, Waterfall, Magma, Trees, Chalk, Sand, Minerals ===&lt;br /&gt;
&lt;br /&gt;
Need to select random name, which turns out to be &amp;quot;Sil Num&amp;quot;, created with version 33a or 33b.&lt;br /&gt;
Unfortunately it takes a *long* time because of 266 rejects !&lt;br /&gt;
&lt;br /&gt;
Nice starting site with nearly everything. Of particular note is the 9 level high waterfall in the SE corner of the selected region.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall-1205746126-location.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1639366901,  A location with practically everything ===&lt;br /&gt;
&lt;br /&gt;
46 rejects.&lt;br /&gt;
&lt;br /&gt;
This seed was the first I created, it has several volcano vents, but one in particular is just fantastic.  I can't remember the exact location, but a survey of all the volcano vents will eventually locate it.  &lt;br /&gt;
&lt;br /&gt;
(The starting location shown here is 7 up from the bottom, 7 in from the right on the world map, on a superscript 'n' -- [[User:Hapes|Hapes]])&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldofdragons.PNG]]&lt;br /&gt;
&lt;br /&gt;
Sand Types:  White and Red&lt;br /&gt;
Ore:  Iron, Aluminum and Adamantite... plus a lot more&lt;br /&gt;
Traders:  Dwarves, Elves, Humans&lt;br /&gt;
On-Map opposition:  Kobolds, Antmen, troglodytes, giant spiders. magmamen and more.&lt;br /&gt;
&lt;br /&gt;
Major Geographic features:  &lt;br /&gt;
&lt;br /&gt;
1) The river runs through a canyon, the northern half runs through a red sand basin, the bottom through lush forest.&lt;br /&gt;
&lt;br /&gt;
2) The canyon walls are sheer faces... there is no way to walk out of the river bed into the upper hills!&lt;br /&gt;
&lt;br /&gt;
3) The east bank has the magma, and white sand on the upper tiers to the north, and forests to the south. Be warned, magma channelers: There's a cave river directly below the eastern canyon cliff face. I lost a game by hitting that and overflowing. :/&lt;br /&gt;
&lt;br /&gt;
4) The west bank has a bottomless chasm, and tons of kobolds, trogs, antmen, giant spiders and probably more.  And is scattered with loot!  It appears the kobolds have been ambushing caravans for a while.... can you stop them?&lt;br /&gt;
&lt;br /&gt;
5) Torture chamber, underground river... so actually, it does have everything.&lt;br /&gt;
&lt;br /&gt;
Also:  The kobolds will actually ambush a caravan or two if you are lucky!&lt;br /&gt;
&lt;br /&gt;
And on and on.&lt;br /&gt;
&lt;br /&gt;
=== Seed 1912015873: Mirthful Mountains ===&lt;br /&gt;
&lt;br /&gt;
This produces about 52 rejects, but some of them do a lot of thinking.&lt;br /&gt;
&lt;br /&gt;
In the middle of the map is a huge range of mirthful mountains.&lt;br /&gt;
&lt;br /&gt;
Whatever you'd want them for.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2937366080: Palin's Epic Seed ===&lt;br /&gt;
Taken from: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001161 Bay 12 Forums Thread]&lt;br /&gt;
&lt;br /&gt;
8 quick rejects.&lt;br /&gt;
&lt;br /&gt;
'''Generate with a random name.'''&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
Water Source, Iron, Limestone, Magma, Wood, Black Sand, Pit, Chasm, Massive amounts of gold and tetrahedrite, Considerable quantities of silver, platinum and gemstones, 20 layers of stone, Contact with all races.&lt;br /&gt;
&lt;br /&gt;
If you extend the area selection upwards by one, you can also find a natural waterfall that falls five levels or so, and if you extend the area selection downwards a few squares there's an underground river.&lt;br /&gt;
 &lt;br /&gt;
[[IMAGE:6ug4qyr.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed Toady One ===&lt;br /&gt;
Converting Toady One to numbers gives you 2015142505, assuming the space is a 0. The seed results in 3 rejects and &lt;br /&gt;
&amp;quot;the Momentous Universes of Vision&amp;quot;&lt;br /&gt;
A good world with lots of great rivers.&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5499</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5499"/>
		<updated>2007-11-28T18:01:13Z</updated>

		<summary type="html">&lt;p&gt;Hapes: /* Seed 1639366901,  A location with practically everything */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Continents of Mist ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/69121571/continents_of_mist.zip The Continents of Mist]&amp;lt;br/&amp;gt;&lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
(version v0.27.169.33a, seed 757133686, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, and over 7 volcanoes scattered around the map.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
Here's a volcano in the tundra:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
And here's a starting location with almost literally everything: trees, flux, a magma pocket (not visible from the surface, but only a few levels from the surface below the elevated area between the trees and the sand), all the basic metals, sand and adamantine.  There are many other really good sites in the squares around the same volcano, and several similarly ideal sites around volcanoes about six region tiles to the east and southeast.&lt;br /&gt;
&lt;br /&gt;
The dwarven town depicted is my own abandoned fortress; you won't see it when you play.&lt;br /&gt;
&lt;br /&gt;
[[Image:seed0volcano.png|The zen site - one with everything]].&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;quot;Terrifying&amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seeda.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seedb.png]]&lt;br /&gt;
&lt;br /&gt;
===Seed 34: One Reject Seed===&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand, '''unless''' you grow your starting area eastward by 2 more spaces, in which case you'll get some spaces of red sand. Note that it was generated on windows XP, and may be different on another OS.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ===&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
&lt;br /&gt;
'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
&lt;br /&gt;
'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
&lt;br /&gt;
'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
&lt;br /&gt;
'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
&lt;br /&gt;
'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
&lt;br /&gt;
'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
&lt;br /&gt;
'''9.''' a small selection of trees and shrubs&lt;br /&gt;
&lt;br /&gt;
'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
&lt;br /&gt;
'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
&lt;br /&gt;
'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
&lt;br /&gt;
[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 7185120: Snow-Encrusted ===&lt;br /&gt;
&lt;br /&gt;
126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
&lt;br /&gt;
This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
&lt;br /&gt;
Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
&lt;br /&gt;
=== Seed 71551: Another quickie ===&lt;br /&gt;
&lt;br /&gt;
5 Rejects.&lt;br /&gt;
&lt;br /&gt;
29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
&lt;br /&gt;
-Ilmuri&lt;br /&gt;
&lt;br /&gt;
=== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ===&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has 113 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2967067655: An interesting site with a lot to offer ===&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ===&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Volcano + Vent surveys ===&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 92003: Respectable site, probably comparable to Paul's ===&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2536495025: Another respectable site ===&lt;br /&gt;
&lt;br /&gt;
On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
&lt;br /&gt;
Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
&lt;br /&gt;
=== Seed 987654321 - Quicky ===&lt;br /&gt;
''Title: STANDARD''&amp;lt;br/&amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
&lt;br /&gt;
=== Seed 473220798 - A quirky one ===&lt;br /&gt;
The parameter title, not name, was &amp;quot;SEED&amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;br /&gt;
&lt;br /&gt;
=== Seed 120 (=lol!) ===&lt;br /&gt;
''It is a well known fact that when you write &amp;quot;lol&amp;quot; with 1337-language, it is written &amp;quot;101&amp;quot;. In binary, this is the same as the decimal number 5. This means that &amp;quot;lol!&amp;quot; = 5! From math we all(?) know that 5! = 120. Therefore: 120 = lol!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''But enough gibberish.''' This world has '''1 reject''' when using the '''seed 120'''&amp;lt;br/&amp;gt;&lt;br /&gt;
There is volcano in a forest with a river nearby, and an aquifier for challenge! To find it, its the 5th tile from the left, 4th tile from the bottom on the world map when choosing a site. Also check out two tiles to the right of this (still on the world map), and you will find a volcanic island! :D Searching around you will also find major rivers. In other words, a quick cool seed. Enjoy&lt;br /&gt;
&lt;br /&gt;
=== Seed 1205746126, Waterfall, Magma, Trees, Chalk, Sand, Minerals ===&lt;br /&gt;
&lt;br /&gt;
Need to select random name, which turns out to be &amp;quot;Sil Num&amp;quot;, created with version 33a or 33b.&lt;br /&gt;
Unfortunately it takes a *long* time because of 266 rejects !&lt;br /&gt;
&lt;br /&gt;
Nice starting site with nearly everything. Of particular note is the 9 level high waterfall in the SE corner of the selected region.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall-1205746126-location.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1639366901,  A location with practically everything ===&lt;br /&gt;
&lt;br /&gt;
46 rejects.&lt;br /&gt;
&lt;br /&gt;
This seed was the first I created, it has several volcano vents, but one in particular is just fantastic.  I can't remember the exact location, but a survey of all the volcano vents will eventually locate it.  &lt;br /&gt;
&lt;br /&gt;
The starting location shown here is 7 up from the bottom, 7 in from the right, on a superscript 'n' -- [[User:Hapes|Hapes]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldofdragons.PNG]]&lt;br /&gt;
&lt;br /&gt;
Sand Types:  White and Red&lt;br /&gt;
Ore:  Iron, Aluminum and Adamantite... plus a lot more&lt;br /&gt;
Traders:  Dwarves, Elves, Humans&lt;br /&gt;
On-Map opposition:  Kobolds, Antmen, troglodytes, giant spiders. magmamen and more.&lt;br /&gt;
&lt;br /&gt;
Major Geographic features:  &lt;br /&gt;
&lt;br /&gt;
1) The river runs through a canyon, the northern half runs through a red sand basin, the bottom through lush forest.&lt;br /&gt;
&lt;br /&gt;
2) The canyon walls are sheer faces... there is no way to walk out of the river bed into the upper hills!&lt;br /&gt;
&lt;br /&gt;
3) The east bank has the magma, and white sand on the upper tiers to the north, and forests to the south. Be warned, magma channelers: There's a cave river directly below the eastern canyon cliff face. I lost a game by hitting that and overflowing. :/&lt;br /&gt;
&lt;br /&gt;
4) The west bank has a bottomless chasm, and tons of kobolds, trogs, antmen, giant spiders and probably more.  And is scattered with loot!  It appears the kobolds have been ambushing caravans for a while.... can you stop them?&lt;br /&gt;
&lt;br /&gt;
5) Torture chamber, underground river... so actually, it does have everything.&lt;br /&gt;
&lt;br /&gt;
Also:  The kobolds will actually ambush a caravan or two if you are lucky!&lt;br /&gt;
&lt;br /&gt;
And on and on.&lt;br /&gt;
&lt;br /&gt;
=== Seed 1912015873: Mirthful Mountains ===&lt;br /&gt;
&lt;br /&gt;
This produces about 52 rejects, but some of them do a lot of thinking.&lt;br /&gt;
&lt;br /&gt;
In the middle of the map is a huge range of mirthful mountains.&lt;br /&gt;
&lt;br /&gt;
Whatever you'd want them for.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2937366080: Palin's Epic Seed ===&lt;br /&gt;
Taken from: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001161 Bay 12 Forums Thread]&lt;br /&gt;
&lt;br /&gt;
8 quick rejects.&lt;br /&gt;
&lt;br /&gt;
'''Generate with a random name.'''&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
Water Source, Iron, Limestone, Magma, Wood, Black Sand, Pit, Chasm, Massive amounts of gold and tetrahedrite, Considerable quantities of silver, platinum and gemstones, 20 layers of stone, Contact with all races.&lt;br /&gt;
&lt;br /&gt;
If you extend the area selection upwards by one, you can also find a natural waterfall that falls five levels or so, and if you extend the area selection downwards a few squares there's an underground river.&lt;br /&gt;
 &lt;br /&gt;
[[IMAGE:6ug4qyr.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed Toady One ===&lt;br /&gt;
Converting Toady One to numbers gives you 2015142505, assuming the space is a 0. The seed results in 3 rejects and &lt;br /&gt;
&amp;quot;the Momentous Universes of Vision&amp;quot;&lt;br /&gt;
A good world with lots of great rivers.&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5498</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5498"/>
		<updated>2007-11-28T18:00:37Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Continents of Mist ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/69121571/continents_of_mist.zip The Continents of Mist]&amp;lt;br/&amp;gt;&lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
(version v0.27.169.33a, seed 757133686, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, and over 7 volcanoes scattered around the map.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
Here's a volcano in the tundra:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
And here's a starting location with almost literally everything: trees, flux, a magma pocket (not visible from the surface, but only a few levels from the surface below the elevated area between the trees and the sand), all the basic metals, sand and adamantine.  There are many other really good sites in the squares around the same volcano, and several similarly ideal sites around volcanoes about six region tiles to the east and southeast.&lt;br /&gt;
&lt;br /&gt;
The dwarven town depicted is my own abandoned fortress; you won't see it when you play.&lt;br /&gt;
&lt;br /&gt;
[[Image:seed0volcano.png|The zen site - one with everything]].&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;quot;Terrifying&amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seeda.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seedb.png]]&lt;br /&gt;
&lt;br /&gt;
===Seed 34: One Reject Seed===&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand, '''unless''' you grow your starting area eastward by 2 more spaces, in which case you'll get some spaces of red sand. Note that it was generated on windows XP, and may be different on another OS.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ===&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
&lt;br /&gt;
'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
&lt;br /&gt;
'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
&lt;br /&gt;
'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
&lt;br /&gt;
'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
&lt;br /&gt;
'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
&lt;br /&gt;
'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
&lt;br /&gt;
'''9.''' a small selection of trees and shrubs&lt;br /&gt;
&lt;br /&gt;
'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
&lt;br /&gt;
'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
&lt;br /&gt;
'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
&lt;br /&gt;
[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 7185120: Snow-Encrusted ===&lt;br /&gt;
&lt;br /&gt;
126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
&lt;br /&gt;
This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
&lt;br /&gt;
Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
&lt;br /&gt;
=== Seed 71551: Another quickie ===&lt;br /&gt;
&lt;br /&gt;
5 Rejects.&lt;br /&gt;
&lt;br /&gt;
29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
&lt;br /&gt;
-Ilmuri&lt;br /&gt;
&lt;br /&gt;
=== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ===&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has 113 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2967067655: An interesting site with a lot to offer ===&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ===&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Volcano + Vent surveys ===&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 92003: Respectable site, probably comparable to Paul's ===&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2536495025: Another respectable site ===&lt;br /&gt;
&lt;br /&gt;
On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
&lt;br /&gt;
Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
&lt;br /&gt;
=== Seed 987654321 - Quicky ===&lt;br /&gt;
''Title: STANDARD''&amp;lt;br/&amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
&lt;br /&gt;
=== Seed 473220798 - A quirky one ===&lt;br /&gt;
The parameter title, not name, was &amp;quot;SEED&amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;br /&gt;
&lt;br /&gt;
=== Seed 120 (=lol!) ===&lt;br /&gt;
''It is a well known fact that when you write &amp;quot;lol&amp;quot; with 1337-language, it is written &amp;quot;101&amp;quot;. In binary, this is the same as the decimal number 5. This means that &amp;quot;lol!&amp;quot; = 5! From math we all(?) know that 5! = 120. Therefore: 120 = lol!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''But enough gibberish.''' This world has '''1 reject''' when using the '''seed 120'''&amp;lt;br/&amp;gt;&lt;br /&gt;
There is volcano in a forest with a river nearby, and an aquifier for challenge! To find it, its the 5th tile from the left, 4th tile from the bottom on the world map when choosing a site. Also check out two tiles to the right of this (still on the world map), and you will find a volcanic island! :D Searching around you will also find major rivers. In other words, a quick cool seed. Enjoy&lt;br /&gt;
&lt;br /&gt;
=== Seed 1205746126, Waterfall, Magma, Trees, Chalk, Sand, Minerals ===&lt;br /&gt;
&lt;br /&gt;
Need to select random name, which turns out to be &amp;quot;Sil Num&amp;quot;, created with version 33a or 33b.&lt;br /&gt;
Unfortunately it takes a *long* time because of 266 rejects !&lt;br /&gt;
&lt;br /&gt;
Nice starting site with nearly everything. Of particular note is the 9 level high waterfall in the SE corner of the selected region.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall-1205746126-location.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1639366901,  A location with practically everything ===&lt;br /&gt;
&lt;br /&gt;
46 rejects.&lt;br /&gt;
&lt;br /&gt;
This seed was the first I created, it has several volcano vents, but one in particular is just fantastic.  I can't remember the exact location, but a survey of all the volcano vents will eventually locate it.  &lt;br /&gt;
&lt;br /&gt;
The starting location shown here is 7 up from the bottom, 7 in from the right, on a superscript 'n' -- [[User:Hapes]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldofdragons.PNG]]&lt;br /&gt;
&lt;br /&gt;
Sand Types:  White and Red&lt;br /&gt;
Ore:  Iron, Aluminum and Adamantite... plus a lot more&lt;br /&gt;
Traders:  Dwarves, Elves, Humans&lt;br /&gt;
On-Map opposition:  Kobolds, Antmen, troglodytes, giant spiders. magmamen and more.&lt;br /&gt;
&lt;br /&gt;
Major Geographic features:  &lt;br /&gt;
&lt;br /&gt;
1) The river runs through a canyon, the northern half runs through a red sand basin, the bottom through lush forest.&lt;br /&gt;
&lt;br /&gt;
2) The canyon walls are sheer faces... there is no way to walk out of the river bed into the upper hills!&lt;br /&gt;
&lt;br /&gt;
3) The east bank has the magma, and white sand on the upper tiers to the north, and forests to the south. Be warned, magma channelers: There's a cave river directly below the eastern canyon cliff face. I lost a game by hitting that and overflowing. :/&lt;br /&gt;
&lt;br /&gt;
4) The west bank has a bottomless chasm, and tons of kobolds, trogs, antmen, giant spiders and probably more.  And is scattered with loot!  It appears the kobolds have been ambushing caravans for a while.... can you stop them?&lt;br /&gt;
&lt;br /&gt;
5) Torture chamber, underground river... so actually, it does have everything.&lt;br /&gt;
&lt;br /&gt;
Also:  The kobolds will actually ambush a caravan or two if you are lucky!&lt;br /&gt;
&lt;br /&gt;
And on and on.&lt;br /&gt;
&lt;br /&gt;
=== Seed 1912015873: Mirthful Mountains ===&lt;br /&gt;
&lt;br /&gt;
This produces about 52 rejects, but some of them do a lot of thinking.&lt;br /&gt;
&lt;br /&gt;
In the middle of the map is a huge range of mirthful mountains.&lt;br /&gt;
&lt;br /&gt;
Whatever you'd want them for.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2937366080: Palin's Epic Seed ===&lt;br /&gt;
Taken from: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001161 Bay 12 Forums Thread]&lt;br /&gt;
&lt;br /&gt;
8 quick rejects.&lt;br /&gt;
&lt;br /&gt;
'''Generate with a random name.'''&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
Water Source, Iron, Limestone, Magma, Wood, Black Sand, Pit, Chasm, Massive amounts of gold and tetrahedrite, Considerable quantities of silver, platinum and gemstones, 20 layers of stone, Contact with all races.&lt;br /&gt;
&lt;br /&gt;
If you extend the area selection upwards by one, you can also find a natural waterfall that falls five levels or so, and if you extend the area selection downwards a few squares there's an underground river.&lt;br /&gt;
 &lt;br /&gt;
[[IMAGE:6ug4qyr.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed Toady One ===&lt;br /&gt;
Converting Toady One to numbers gives you 2015142505, assuming the space is a 0. The seed results in 3 rejects and &lt;br /&gt;
&amp;quot;the Momentous Universes of Vision&amp;quot;&lt;br /&gt;
A good world with lots of great rivers.&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17936</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17936"/>
		<updated>2007-11-12T21:11:59Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are a one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the trees in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves send small [[caravan]]s in [[Calendar|spring]], loaded with [[cloth]], [[rope]], various [[plants]], and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. They are very picky about what they will accept in return.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any dead animal or tree byproducts. Forbidden items include{{ver|0.23.130.23a}}:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has blood on it, for instance from a slain enemy.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the cage or trap is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This section needs to be written. If you are the first brave soul to build in elf country, please report your findings!}}&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in forests on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and shields if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one size larger than dwarves, which makes them hit harder and absorb more damage, and they have a slight natural armor bonus. Their main redeeming trait is their speed, which is noticeably higher then the other playable races.&lt;br /&gt;
&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4082</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4082"/>
		<updated>2007-11-02T20:09:22Z</updated>

		<summary type="html">&lt;p&gt;Hapes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.&lt;br /&gt;
&lt;br /&gt;
Human wagons on top of the regular mules will arrive if there is a minimum 3-wide path from your depot to an map edge. You do not need to have a road, but you will need to {{K|d}}esignate {{K|s}}moothing and {{K|t}}ree-cutting along the path.  Use {{K|D}} to verify that there is a wagon accessible path to the depot.&lt;br /&gt;
&lt;br /&gt;
A broker is not required but is preferable for getting better deals. To toggle wheter anyone can trade or just the broker is done with {{K|b}}. &lt;br /&gt;
{{K|r}}equesting a trader at the trade depot will queue a job on the traders list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible.&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&lt;br /&gt;
The dwarves have no issues with hours and hours of bargaining until you get the trade just right. Occasionally, they'll make counter-offers for you to consider.&lt;br /&gt;
&lt;br /&gt;
The merchant will meet with your liaison and discuss what you would like to buy next year, as well as suggest things to sell. You may buy from the dwarves pretty much anything you could have brought with you during setup, except for pets.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&lt;br /&gt;
Elves bring you wood and plant items, as well as caged tame pets. However, they will not accept wooden or wood-derived items in exchange.&lt;br /&gt;
&lt;br /&gt;
In addition to the previous restrictions on no dead things, apparently you have a limited number of attempts at a trade they like (my novice broker had three or four) or they'll just pack up and leave.  Apparently a pile of stone crafts was not enough to buy all their seeds off of them (message: &amp;quot;I can't let you end up with ALL of that&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
  Note: Sometimes when you get that message then pressing {{K|t}} again will make the trade regardless. &lt;br /&gt;
&lt;br /&gt;
It is presumed that this happens with other races as well and that how many attempts you get is influenced by your Comedy/Negotiate/Intimidate/Etc. skills of your broker.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Clothing that might otherwise be acceptable to Elves will be rejected it if it has blood on it, for example from a slain enemy.&lt;/div&gt;</summary>
		<author><name>Hapes</name></author>
	</entry>
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