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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Javascripter</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Javascripter"/>
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	<updated>2026-04-08T03:02:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Region&amp;diff=256817</id>
		<title>DF2014 Talk:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Region&amp;diff=256817"/>
		<updated>2021-02-21T13:15:18Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Specific numbers for region sizes and elevation/temperature required for biomes is from other places on the wiki, everything else here (so far) is my own testing.&lt;br /&gt;
Not sure what the standard for quality on new articles is, but I'm putting it tattered until someone else at least confirms it makes sense with their experience generating worlds. [[User:Javascripter|Javascripter]] ([[User talk:Javascripter|talk]]) 13:14, 21 February 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Region&amp;diff=256816</id>
		<title>DF2014 Talk:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Region&amp;diff=256816"/>
		<updated>2021-02-21T13:14:56Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;specific numbers for region sizes and elevation/temperature required for biomes is from other places on the wiki, everything else here (so far) is my own testing&lt;br /&gt;
not sure what the standard for quality on new articles is, but I'm putting it tattered until someone else at least confirms it makes sense with their experience generating worlds [[User:Javascripter|Javascripter]] ([[User talk:Javascripter|talk]]) 13:14, 21 February 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Region&amp;diff=256815</id>
		<title>DF2014 Talk:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Region&amp;diff=256815"/>
		<updated>2021-02-21T13:14:45Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;specific numbers for region sizes and elevation/temperature required for biomes is from other places on the wiki, everything else here (so far) is my own testing&lt;br /&gt;
not sure what the standard for quality on new articles is, but I'm putting it tattered until someone else at least confirms it makes sense with their experience generating worlds --[user:Javascripter]&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Region&amp;diff=256814</id>
		<title>DF2014 Talk:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Region&amp;diff=256814"/>
		<updated>2021-02-21T13:14:28Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: Created page with &amp;quot;specific numbers for region sizes and elevation/temperature required for biomes is from other places on the wiki, everything else here (so far) is my own testing  not sure wha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;specific numbers for region sizes and elevation/temperature required for biomes is from other places on the wiki, everything else here (so far) is my own testing&lt;br /&gt;
&lt;br /&gt;
not sure what the standard for quality on new articles is, but I'm putting it tattered until someone else at least confirms it makes sense with their experience generating worlds&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Region&amp;diff=256813</id>
		<title>Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Region&amp;diff=256813"/>
		<updated>2021-02-21T13:10:38Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: added information about woldgen subregions, on other articles changed links here related to alignment to go directly to surroundings instead, removed links related to area blocks as I can't find a page on current wiki about area blocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|15:00, 21 February 2021 (UTC)}} &amp;lt;!--currently leaving this as tattered until at least someone else has looked at it--&amp;gt;&lt;br /&gt;
{{av}} &amp;lt;!--this means different things in different versions it seems, so maybe this isn't so useful?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A region or subregion is continous set of tiles on the world map with the same or similar [[Biome|biomes]] and the same [[Surroundings|alignment]]. The entire region will be either evil, neutral, or good.&lt;br /&gt;
&lt;br /&gt;
A region with 24 or fewer tiles is a small subregion, one with 25 to 99 tiles is a medium subregion, and one with 100 or more tiles is a large subregion. &amp;lt;!--information from [[Advanced World Gen#Desired Good/Evil Square Counts]], if this changes update both of them--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Biome ==&lt;br /&gt;
&lt;br /&gt;
Subregions must be the same or similar types of [[Biome|biomes]]. Some different [[Biome|biomes]] can occur in the same region as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; border=1px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  width=&amp;quot;50&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#AACCFF&amp;quot;|Region Type&lt;br /&gt;
!  width=&amp;quot;50&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#AACCFF&amp;quot;|Biomes&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;br&amp;gt;!!&lt;br /&gt;
|-&lt;br /&gt;
| [[Wetland]] || [[Biome|Swamp]], [[Biome|Marsh]] &amp;lt;!--could research if mangrove swamps are considered here as well--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Forest]] || [[Biome|Broadleaf Forest]], [[Biome|Conifer Forest]], [[Biome|Taiga]]* &lt;br /&gt;
|-&lt;br /&gt;
| Grassland || [[Grassland]], [[Savanna]], [[Shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hills]] || [[Grassland|Hilly Grassland]], [[Savanna|Hilly Savanna]], [[Shrubland|Hilly Shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert]] || [[Biome|Sand Desert]], [[Biome|Rocky Wasteland]], [[Biome|Hilly Rocky Wasteland]], [[Biome|Badlands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tundra]] || [[Biome|Tundra]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glacier]] || [[Biome|Glacier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ocean]] || [[Biome|Ocean]] &amp;lt;!--is it possible for a lake to be connected to an ocean, and would they be the same region in that case?--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain]] || [[Biome|Mountain]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temperature, Elevation, and Volcanism ==&lt;br /&gt;
&lt;br /&gt;
Even if drainage and rainfall are the same in two tiles, if the temperature is different enough that one tile is a [[Tunda]] or [[Glacier]] and an adjacent tile is not they will be in different subregions.&lt;br /&gt;
&lt;br /&gt;
Similarly, any tile with 300 or more elevation will be a [[mountain]] tile, and any tile with less than 100 elevation will be an [[ocean]] tile, neither of which form subregions with other land biomes. Volcanism is usually irrelevant for subregions, but a [[volcano]] tile adjacent to at least one [[mountain]] tile will  be generated as if it had an elevation of 400, and will count as a [[mountain]] tile.&lt;br /&gt;
&lt;br /&gt;
Additionally, during world generation lakes will sometimes be generated in the place of tiles that would usually have an elevation higher than 100, in which case they again do not form subregions with adjacent land tiles. &amp;lt;!--could do some research on lakes, but not sure how to get them to generate consistently enough for that --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=XML_dump&amp;diff=256810</id>
		<title>XML dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=XML_dump&amp;diff=256810"/>
		<updated>2021-02-21T11:18:57Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: link is currently not meaningful&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:29, 1 May 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''XML dump''' of a world's history can be generated from [[Legends]] mode by pressing {{k|x}}, and will be placed in the ''Dwarf Fortress'' root folder. The dump consists of many internals ''Dwarf Fortress'' tracks about the world in [[wikipedia:XML|XML format]].  Be warned that the generated XML file can be quite large, even a gigabyte or more, especially for long-lived worlds with many [[historical figure]]s.  The dump is currently incomplete and is missing a lot of data about the world.  The third-party utility [[Utility:DFHack|DFHack]] can output a more thorough legends_plus.xml dump that includes at least some of the missing information. &lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
A non-exhaustive breakdown of ''Dwarf Fortress'' XML export tags is available [http://pastebin.com/wb2zLvRh here].&lt;br /&gt;
&lt;br /&gt;
The [[v0.31:XML_dump|v0.31 xml dump page]] contains a lot of detail about the dumped information, and a lot of it is still accurate for this version.&lt;br /&gt;
&lt;br /&gt;
=== seconds72 ===&lt;br /&gt;
&lt;br /&gt;
These values specify when during the year an event occurred.  For example, the ''birth_seconds72'' and ''death_seconds72'' subelements of ''historical_figure'' elements have values of this type. &lt;br /&gt;
&lt;br /&gt;
There are 12 months in a [[Calendar|Dwarf Fortress year]], exactly 28 days in each month, 24 hours in each day, 60 minutes in each hour, and 60 seconds in each minute.  Divide seconds by 72 to get the seconds72 value.  There are 1,200 seconds72 in a day.  There are 403,200 seconds72 in a ''Dwarf Fortress'' year.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If you have played a fortress and then exported legends, you may get an error about unreadable HEX characters.  This is caused by [[utility:DFHack|DFHack]]'s workflow, which saves its settings as unreadable historical figures.  There are several ways to fix this: &lt;br /&gt;
* Clear the workflow settings in fortress mode before exporting legends&lt;br /&gt;
* Edit the xml by hand, [http://www.bay12forums.com/smf/index.php?topic=72702.msg4629392#msg4629392 as described here] (any platform)&lt;br /&gt;
* Use the [http://www.bay12forums.com/smf/index.php?topic=131307 Legends Processing script] (windows only), which fixes the xml and also creates a compressed folder as described above&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Legends|Legends Mode]]&lt;br /&gt;
* [[Utilities#Legends_Viewer|Legends Viewer (utility)]]&lt;br /&gt;
* [[Utilities#Legends_tools|Legends Utilities]]&lt;br /&gt;
* [[World History file]]&lt;br /&gt;
* [[World Sites file]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Files}}&lt;br /&gt;
[[ru:XML dump]]&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Whip_vine&amp;diff=256809</id>
		<title>Whip vine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Whip_vine&amp;diff=256809"/>
		<updated>2021-02-21T11:01:26Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: changing links related to alignment so they don't redirect through region, as it currently redirects directly to surroundings anyway&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:06, 9 June 2010 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Flour]]|wiki=Flagellaria_indica}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Whip vines''' are an [[Tile attributes|above ground]] [[crop]] and may be [[farming|planted]] at any time of the year. They can also be [[Herbalist|gathered]] from [[shrub|shrubs]] outdoors. They are only found in [[Surroundings|savage areas]].&lt;br /&gt;
&lt;br /&gt;
Whip vines cannot be eaten raw, but can be [[brew]]ed or [[mill]]ed. Whip wine, brewed from whip vines, is more [[value|valuable]] than any [[alcohol]] brewed from [[underground]] crops, and whip vine [[flour]] is the most valuable flour product available.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] whip vines for their ''length''.&lt;br /&gt;
&lt;br /&gt;
[[File:Flagellaria indica Royal National Park.jpg|thumb|center|300px|Admired for its ''length''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = bomrek lemis | elvish = baci fewetha | goblin = sox alba | human = uthret gili}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vein&amp;diff=256807</id>
		<title>Vein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vein&amp;diff=256807"/>
		<updated>2021-02-21T10:59:27Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: information on area blocks isn't on region/surroundings pages anymore, wasn't able to find anywhere that would be sensible to link to instead as it seems area block page isn't on the current wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
==Veins and Clusters==&lt;br /&gt;
If a stone is not a [[layer]] stone, then it is found within a layer or another stone as a '''vein''' or a '''cluster'''.  Veins and clusters do not jump z-levels, except by coincidence - a vein or cluster is limited to one z-level, but that doesn't mean the same stone can't be found above or below as well if the conditions (the surrounding stone) are right. However, multi-Z-level veins and clusters are planned for a future release.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur only in one of these four patterns:&lt;br /&gt;
&amp;lt;!--EDITORS - IF YOU UPDATE THIS INFO, PLEASE BE SURE TO ALSO UPDATE [[Exporatory mining]]!&lt;br /&gt;
SOME REDUNDANT INFORMATION IS CRITICAL TO THAT ARTICLE (but not all)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* '''Large cluster''' - An oval that occupies nearly half of a 48x48 block, area-wise, and completely contained within the boundaries of that block, which tends to center them. These huge ovals consistently measure near 20 x 40 tiles, and average perhaps 750 stones each.  Only one appears per block, and while veins and small clusters can be found in some few stone types, large clusters typically do not consist of useful or valuable stones ([[magnetite]] being a notable exception).&lt;br /&gt;
::Even if a block contains a large cluster, it will likely '''also''' contain numerous other independent veins or small clusters, even within the large cluster itself.&lt;br /&gt;
:* '''Vein''' - A sinuous line of the material crosses part of the block.  These vary from 1-4 tiles wide within a single vein and average about 100 stones each, but veins with over 200 stones have been reported*.  When a vein ends, it does not start again unless it was broken by another vein, cluster or erosion (see below).&lt;br /&gt;
::''(* It's ~possible~ that these are 2 identical veins lined up end-to-end, but it's unclear if there is an upper limit as to how big a single vein can be.)''&lt;br /&gt;
:* '''Small cluster''' - A sprinkle of 1 to 9 adjacent tiles.  Multiple small clusters of different materials may be in the same block.  These average 4-5 adjacent stones each and do not span more than three tiles in each direction.  (That is, all tiles are enclosed in a 3x3 square area.)&lt;br /&gt;
:* '''Single Gem''' - [[Gem#Rare|Rare gems]] show up only as a single example within a small cluster of similar [[Gem#Precious|precious gems]]; for example, a star ruby will only be found within a cluster of rubies, and a clear diamond will only appear in a cluster of faint yellow diamonds, etc.  ''(Since &amp;quot;small clusters&amp;quot; occasionally have only 1 gem in them, it's theoretically possible that a rare gem could be found alone - this would, indeed, be rare.)''&lt;br /&gt;
&lt;br /&gt;
Two independent veins (of the same or different stone/ore) can sometimes be found &amp;quot;doubled&amp;quot;, next to each other, or folded back on themselves.  Unrelated veins and clusters can also intersect or overlap with each other - only one type of stone/ore/gem will be found in any one tile, however.&lt;br /&gt;
&lt;br /&gt;
[[Image:Large_clusters.png|thumb|left|center|400px|Large clusters of [[olivine]], visualised using [[Utility:DFHack|DFHack]].]]&lt;br /&gt;
[[Image:Veins.png|thumb|right|center|400px|Multiple veins of [[hematite]], [[cobaltite]] and [[galena]], visualised using [[Utility:DFHack|DFHack]].]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Note also that erosion (pre-[[embark]], during world-gen), rivers and underground [[cavern]]s may reduce exposed veins and clusters to a fraction of their original starting size, and/or cut through them, [[Revealed tile|exposing]] only the remnants, or two parts of a single vein in two nearby areas on the same [[z-level]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Eroded vein.PNG|thumb|center|400px|A '''single vein''' of hematite has been exposed on a hillside on the surface, cut and heavily reduced by erosion.  The final count was ''far'' below average, not much more than twice what is visible.]]&lt;br /&gt;
&lt;br /&gt;
It is common to find certain gemstones embedded only in certain veins or large clusters.  For instance, to find rubies and sapphires, explore [[bauxite]] clusters; for [[diamond]]s, one should follow any [[kimberlite]] veins they find, which in turn are found only in [[gabbro]] [[layer]]s.  [[The Non-Dwarf's Guide to Rock|Knowing what stone (or ore) contains what veins and clusters]] can be useful in [[exploratory mining]] and to understand the information given to you before you embark on a new game, and complete information for each can be found on the wiki page for that stone/ore/gem.&lt;br /&gt;
&lt;br /&gt;
[[Raw adamantine]] is neither a typical stone nor metal ore, and deposits of raw adamantine do not follow any of the normal patterns.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Stone]]&lt;br /&gt;
:* [[Ore]]&lt;br /&gt;
:* [[Gem]]&lt;br /&gt;
:* [[Soil]]&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
:* (also, any individual types of stone, ore, or gem, by specific name - for instance, [[granite]] or [[native gold]].)&lt;br /&gt;
:* And, for newer players, [[The Non-Dwarf's Guide to Rock]]&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Vein]]&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Multi-tile_tree_table_head&amp;diff=256805</id>
		<title>Template:Multi-tile tree table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Multi-tile_tree_table_head&amp;diff=256805"/>
		<updated>2021-02-21T10:46:56Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: changing links related to alignment so they don't redirect through region, as it currently redirects directly to surroundings anyway&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Map&amp;lt;br/&amp;gt;Tile&lt;br /&gt;
!Name&lt;br /&gt;
!Deciduous&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|[[Biome]]&lt;br /&gt;
![[Surroundings|Align]]&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Tiles&lt;br /&gt;
!Wood&amp;lt;br/&amp;gt;Density&amp;lt;br/&amp;gt;(g/cm³)&lt;br /&gt;
![[Alcohol|Drink]]&lt;br /&gt;
!Drink&amp;lt;br /&amp;gt;Value&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
!Eat&lt;br /&gt;
!Cook&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Growths&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Phantom_spider&amp;diff=256804</id>
		<title>Phantom spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Phantom_spider&amp;diff=256804"/>
		<updated>2021-02-21T10:45:07Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: changing links related to alignment so they don't redirect through region, as it currently redirects directly to surroundings anyway&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Phantom spiders''' are [[vermin]] that occur in [[Surroundings|evil]] forest [[biome]]s. Closely related to [[cave spider]]s, they produce webs that can be collected and woven into [[thread]] at a [[loom]], and bite [[creature]]s to inject a [[Syndrome|venom]] which causes numbness and dizziness for approximately one [[time|month]]. An [[animal dissector]] can use a caught phantom spider to make [[venom]]. Note that stripping an area of available [[tree]]s reduces the amount of webbing present, due to dwarves trampling it.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] phantom spiders for their ''translucence'' and their ''creepiness''.&lt;br /&gt;
&lt;br /&gt;
[[File:phantom_spider.png|thumb|230px|center|Ghostly spider. Not-so-ghostly venom.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = zimesh sethal | elvish = vilela thepani | goblin = kung utes | human = warosp azoc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Importing_and_exporting_worlds&amp;diff=256803</id>
		<title>Importing and exporting worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Importing_and_exporting_worlds&amp;diff=256803"/>
		<updated>2021-02-21T10:43:38Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: linked thing not related to acual content at all, no idea why it was put there in first place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:33, 1 May 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Although ''Dwarf Fortress'' is a single-player game, it is still common to incorporate a social aspect into the game. For example, you may have found a great site that you want to share with others, or you want to play a save or embark that someone else posted, or you're reporting a crash during world generation, or maybe you simply want to back up your world or game. There are two primary methods for importing and exporting worlds in ''Dwarf Fortress'': exchanging the seed and exchanging the save.&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&amp;quot;Seed&amp;quot; refers to the 4 specific random strings used to seed the pseudo-random number generator.  These values are not sufficient to duplicate a world without the rest of the [[world token|world gen parameters]], but &amp;quot;seed&amp;quot; is shorter to say, so is often used to mean the entire set of parameters.  Provided the versions of ''Dwarf Fortress'' are similar enough and no [[modding]] has taken place on either end, using a person's worldgen parameters suffices to generate the same world/s as they did. Unfortunately, this method is incapable of also moving around any events that happened after world generation ended, including the fortresses or adventurers that may have taken place.&lt;br /&gt;
&lt;br /&gt;
If modding has taken place, the world (but still not any events past worldgen) can still be exchanged if both receiver and transmitter have exactly the same modification. Moving the world through this method may be slow for the receiver, especially for worlds with a long history.&lt;br /&gt;
&lt;br /&gt;
===Export===&lt;br /&gt;
The easiest way to export your worldgen parameters is to press {{k|p}} at the &amp;quot;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;p&amp;lt;/font&amp;gt;: Export image/info&amp;quot; prompt right after worldgen has completed. If you didn't do that, then start the game in [[Legends|Legends mode]], and press {{k|P}}. Either way, your ''Dwarf Fortress'' root folder should now contain several new files including a text file with the phrase &amp;quot;world_gen_param&amp;quot; in its name. That's the one people want. Copy or email the file or the text inside it to the receiver, or simply store the file in a safe place to be able to regenerate the world later.&lt;br /&gt;
&lt;br /&gt;
This process is more difficult during [[Fortress mode|fortress]] or [[Adventure mode|adventure]] play, because the world cannot be loaded in Legends mode. During fortress mode, load up your fortress and press {{k|Esc}}. Go to &amp;quot;export local image&amp;quot;. Export local images of however much of your fortress you want (select only one level of it to save time exporting); the exported image is not important. Your ''Dwarf Fortress'' root folder should now contain several new files including a text file with phrase &amp;quot;world_gen_param&amp;quot; in its name. That is the one people want. As before, copy or email the file or its contents to whatever purpose was intended.&lt;br /&gt;
&lt;br /&gt;
During adventure play, the &amp;quot;export local image&amp;quot; function is not available. If this is the case, it is necessary to make a copy of the save. From the ''Dwarf Fortress'' root directory, navigate to &amp;quot;data/save&amp;quot;. From there, locate the folder with the region name to export parameters of, and copy the entire folder. Then, paste the folder into the same &amp;quot;data/save&amp;quot; directory. Now, navigate to dwarf fortress and load the region with the name &amp;quot;Copy of ...&amp;quot; or &amp;quot;... copy&amp;quot; or the like, and retire or starve the adventurer. Then, load the same copy in Legends mode and press {{k|P}} to export the same &amp;quot;world_gen_param&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
After these processes, the extra files in the ''Dwarf Fortress'' root directory can be safely deleted. Additionally, after the adventure strategy, the copy of the region can also be deleted.&lt;br /&gt;
&lt;br /&gt;
===Import===&lt;br /&gt;
Open your ''Dwarf Fortress'' root directory, go to Data, then Init. Open the text file called &amp;quot;world_gen.txt&amp;quot;. Copy/Paste the parameters given to the bottom of that file. Make sure to save and close the file.&lt;br /&gt;
&lt;br /&gt;
Next, open ''Dwarf Fortress''. Go to &amp;quot;Design New World with Advanced Parameters&amp;quot;. Worlds that you have parameters for are listed by title on the right. Choose your newly acquired world from the list and hit enter. Note that this process may take a while.&lt;br /&gt;
&lt;br /&gt;
==Save==&lt;br /&gt;
The [[Saved game folder|save folder]] contains all the information on your world, and all the things you have done to it since you started playing. Use this if you want to share your actual fortress or adventure rather than just the pristine unplayed world, or if the world has already been played in and the previous fortresses or adventures are important for the purpose. Moving save folders around is also a useful way to back up your games while keeping clutter to a minimum in the Continue Game menu.&lt;br /&gt;
&lt;br /&gt;
Additionally, moving the world by save preserves all mods and [[Graphics set repository|graphics]]. Therefore, this may be the preferred method when the world is based on a modded game. Moving the world in this way is also significantly easier than by seed, but it may take up more disk space and will be harder to transfer.&lt;br /&gt;
&lt;br /&gt;
===Location===&lt;br /&gt;
Your saved game is located in your ''Dwarf Fortress'' folder inside the &amp;quot;data/save&amp;quot; folder. The save folder will contain one or more sub-folders, each one holding one of your worlds, and a &amp;quot;current&amp;quot; folder. The &amp;quot;current&amp;quot; folder is used to track the changes to the active world while ''Dwarf Fortress'' is running; it is not important unless ''Dwarf Fortress'' is open, and can safely be deleted otherwise.&lt;br /&gt;
&lt;br /&gt;
===Export===&lt;br /&gt;
Upload the entire save folder (preferably compressed) to your favorite file host, or better yet to the [http://dffd.bay12games.com/ Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
===Import===&lt;br /&gt;
Simply drop the other person's save folder in the &amp;quot;data/save&amp;quot;, and the game can be played.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Importing and exporting worlds]]&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Plant_table_head&amp;diff=256802</id>
		<title>Template:Plant table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Plant_table_head&amp;diff=256802"/>
		<updated>2021-02-21T10:38:57Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: Leaving name the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Tile&lt;br /&gt;
!Name&lt;br /&gt;
![[Biome]]&amp;lt;br/&amp;gt;&amp;amp; [[season]]s&lt;br /&gt;
![[Surroundings|Align]]&lt;br /&gt;
!Value&lt;br /&gt;
![[Alcohol|Drink]]&lt;br /&gt;
!Drink&amp;lt;br/&amp;gt;value&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
!Eat&lt;br /&gt;
!Cook&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Product(s)&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&amp;amp; value&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Plant_table_head&amp;diff=256801</id>
		<title>Template:Plant table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Plant_table_head&amp;diff=256801"/>
		<updated>2021-02-21T10:38:20Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: changing links related to alignment so they don't redirect through region, as it currently redirects directly to surroundings anyway&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Tile&lt;br /&gt;
!Name&lt;br /&gt;
![[Biome]]&amp;lt;br/&amp;gt;&amp;amp; [[season]]s&lt;br /&gt;
![[Surroundings]]&lt;br /&gt;
!Value&lt;br /&gt;
![[Alcohol|Drink]]&lt;br /&gt;
!Drink&amp;lt;br/&amp;gt;value&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
!Eat&lt;br /&gt;
!Cook&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Product(s)&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;&amp;amp; value&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Block&amp;diff=256800</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Block&amp;diff=256800"/>
		<updated>2021-02-21T10:31:28Z</updated>

		<summary type="html">&lt;p&gt;Javascripter: Currently region redirects to surroundings, and neither region not surroundings (in the current version) are the same as area blocks (if they still exist in this version?), which also redirects to region which redirects to surroundings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:05, 19 December 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For &amp;quot;blocking&amp;quot; in combat, see [[Armor]].''&lt;br /&gt;
&lt;br /&gt;
[[File:stone_blocks_preview.jpg|thumb|230px|right|Not Minecraft related.]]A '''block''' is a type of building material that is more architecturally efficient than their non-processed counterparts. Blocks are lighter, faster building, and more valuable. This makes blocks especially useful for large construction projects. &lt;br /&gt;
&lt;br /&gt;
[[Stone]], [[wood]], [[glass]], [[ceramic]], and [[metal]] blocks can be created respectively in a [[mason's workshop]], a [[carpenter's workshop]], a [[glass furnace]], a [[kiln]], and a [[forge]].  One stone boulder can be shaped into 4 rock blocks, which makes stone even more attractive to use for larger constructions.  All other materials only produce 1 block/task, but a wood block is lighter than a log, and all blocks share the advantages in construction and value. Ceramic blocks are called &amp;quot;bricks&amp;quot;, though they behave the same as all other blocks.&lt;br /&gt;
&lt;br /&gt;
Blocks can be used as building materials for [[road]]s, [[bridge]]s, [[workshop]]s and [[construction]]s.  When a raw material (e.g. stone boulder) is used instead, the game will describe the result as &amp;quot;rough&amp;quot;, while buildings built from blocks are not given that adjective. Additionally, blocks are '''required''' to build [[well]]s, [[screw pump]]s, and [[ashery|asheries]]. &lt;br /&gt;
&lt;br /&gt;
Even though blocks are quite useful in terms of construction, they cannot replace other functions of the raw material. Stone blocks cannot be used for making furniture or craft goods, tools such as [[pot]]s or [[jug]]s, [[mechanism]]s, or [[catapult]] ammunition.  Wooden blocks can't be used to make furniture, craft goods, tools, siege weapon components, ballista arrowheads, crossbow bolts, and can't be burned at a [[wood furnace]].  Metal blocks can't be used for [[metalsmith's forge]] jobs but '''can be melted down''' at a [[smelter]].&lt;br /&gt;
&lt;br /&gt;
==Blocks vs. rocks==&lt;br /&gt;
&lt;br /&gt;
The clearest distinction between a [[building]] built with a [[stone|boulder]] and a building built with a stone block is that more buildings can be built of blocks, as each stone produces four blocks. Note that this does not apply to [[wood]], [[glass]], or [[ceramic]] blocks/bricks, which are only made in sets of 1; [[metal]] blocks are made in sets of 1, but since you get 4 bars at a time from smelting ore, the end result is equivalent to stone.&lt;br /&gt;
&lt;br /&gt;
Blocks have less volume and thus [[weight|weigh]] much less than raw forms of construction materials - stone blocks weigh only 6% as much as a boulder, and wooden blocks weigh 12% as much as the log from which they are carved. This weight difference can dramatically reduce hauling time, especially if you are using large amounts of materials. Forming metal bars into blocks makes no difference in regards to weight, though it does simplify the tracking of resources - if you use metal bars to build workshops and constructions, your [[stocks]] screen will still list them in the summary view, potentially misleading you into believing you have more available bars than you actually have.&lt;br /&gt;
&lt;br /&gt;
Building a bridge out of blocks instead of rocks also '''cuts the building time by two thirds''', independent of clearing and hauling time. This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks. The appearance of [[bridge]]s and paved [[road]]s will be different depending on whether blocks or rocks are used. The use of blocks is indicated by the floor tile {{Tile|+|#FFF|#000}}, and the use of rocks is indicated by a rough ground tile {{Tile|≈|#FFF|#000}}.&lt;br /&gt;
&lt;br /&gt;
Unlike raw stone or wood, up to 10 blocks can be stored in each [[bin]] in bar/block [[stockpile]]s. This also can improve hauling time between stockpiles. A [[minecart]] can carry up to 83 blocks.&lt;br /&gt;
&lt;br /&gt;
Blocks are more valuable than rocks.  Blocks have a [[Value#Items with material but without quality|base value]] of 5, compared to the raw material value of 3 for stone, wood or glass.  Metal bars already have a base value of 5.  This, combined with the yield of 4 blocks per stone nets a value increase of 17 when using basic stones for blocks.&lt;br /&gt;
&lt;br /&gt;
Metal ores and economic stone will still produce multiple stone blocks if cut in a mason's workshop. However, this breaks use for any purpose other than building and [[strange mood]]s, such as [[reaction]]s: blocks of [[flux]] '''cannot''' be used for making [[pig iron]] or [[steel]], nor can blocks of [[ore]] be [[smelter|smelted]] into metal (without modding reactions). Note that &amp;quot;filler&amp;quot; blocks of [[raw adamantine]] are excellent for increasing [[artifact]] value without wasting too much adamantine on legendary doors, tables, etc.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kastar&lt;br /&gt;
| elvish  = epuba&lt;br /&gt;
| goblin  = zobo&lt;br /&gt;
| human   = xugot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Block]]&lt;/div&gt;</summary>
		<author><name>Javascripter</name></author>
	</entry>
</feed>