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	<updated>2026-04-05T22:49:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Feather_tree&amp;diff=168543</id>
		<title>v0.34 Talk:Feather tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Feather_tree&amp;diff=168543"/>
		<updated>2012-03-24T20:30:43Z</updated>

		<summary type="html">&lt;p&gt;KiTA: Created page with &amp;quot;== Still Bugged? ==  Are these trees (alongside their evil counterparts) still bugged?  I've tried dispatching on a few different Good aligned areas and in each instance I haven'...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Still Bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are these trees (alongside their evil counterparts) still bugged?  I've tried dispatching on a few different Good aligned areas and in each instance I haven't seen any of these trees.  In fact, if I get to a really good area, with the blue bulb icons et all, no trees or berries grow at all.&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Clay&amp;diff=164422</id>
		<title>v0.34:Clay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Clay&amp;diff=164422"/>
		<updated>2012-02-20T08:28:47Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:18, 10 November 2010 (UTC)}}{{soillookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of [[soil]] that can be found in Dwarf Fortress. [[Aquifer]]s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
Clay can be gathered for use in [[Ceramic_industry|Ceramics]].&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a [[Kiln]] and behaves similar to most material production, but includes elements similar to [[glass]] production. In order to gather clay a gathering zone must first be designated, much like with [[sand]], however unlike sand gathering clay creates a clay &amp;quot;boulder&amp;quot; (the same as raw stone) and does not require a bag. These clay boulders are stored in a Stone stockpile and may be used to build [[workshop]]s and [[construction]]s, but constructed clay floors can '''not''' be used in place of natural soil. As with sand, clay can be gathered indefinitely from a single tile.&lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, [[block|bricks]], [[statue]]s, [[hive]]s and [[craft]]s. Small pots, called jugs, function similar to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel.&lt;br /&gt;
&lt;br /&gt;
Clay can also be used in Jewelcrafting like any other stone or ore, allowing for an infinite source of materials for practicing cutting gems with.&lt;br /&gt;
&lt;br /&gt;
Before an [[earthenware]] pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a [[kiln]] and requires either a unit of [[ash]] or a unit of [[cassiterite]] ([[tin]] ore), plus a unit of fuel. [[Stoneware]] and [[porcelain]] pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
When an underground plant ([[tree|trees]], [[shrub|shrubs]], [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
&lt;br /&gt;
Occasionally it is possible to cultivate clay by channeling down into the lowest normal layer of the cavern, revealing a &amp;quot;[[magma flow]]&amp;quot; above a floor [[semi-molten rock]] (and a [[ramp]] on the level below, if the square had not previously been revealed).  If a [[floor]] is constructed over the flow, then deconstructed, a natural floor of clay or [[sand]] may be left behind.  In some cases this may be the sole domestic source of clay for a fortress.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* It is possible to carve clay just like any other stone, but unlike other stones, carved clay never gains carving descriptions -- &amp;quot;Round Cut Clay&amp;quot; does not exist, instead it's simply &amp;quot;Clay.&amp;quot;  This Clay is, however, treated in all respects like a normal gem and can be used to encrust the standard materials.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11851</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11851"/>
		<updated>2009-03-20T04:07:38Z</updated>

		<summary type="html">&lt;p&gt;KiTA: /* Dwarf Foreman Vista */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
Would be great to get the majority of these uploaded to the [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)].  I'm having trouble with some of the currently linked hosting sites.  I've just gotten Regional Prospector, so I'll see about getting that one up.  Thanks guys! --[[User:SlMagnvox|SlMagnvox]] 14:33, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accent Removal ===&lt;br /&gt;
I added the accent removal utility here from [[Accent Removal]], since that's about to be deleted. However, none of Wikipedia's show-hide-box stuff works here (I assumed it would...), so it's a big glob of pre-formatted text in there that should be hidden. Could someone do it? [[User:Zardus|Zardus]] 00:51, 15 May 2008 (EDT)&lt;br /&gt;
:[[User:Jackard/Accent_Removal|Accent removal tutorial]] contains detailed instructions on the subject. I think, we could replace the whole thing on utility page with one link. [[User:Nophotoavailable|Nophotoavailable]] 20:58, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Foreman ===&lt;br /&gt;
Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
:It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there any info on what the offsets (dwarfidpos, critter_start, profession_start) actually refer to?  I'm capable enough with finding memory addresses, but exactly what profession_start is eludes me.  Even dwarfidpos is a little unclear.&lt;br /&gt;
&lt;br /&gt;
 dwarfidpos = Address of Dwarf Race ID&lt;br /&gt;
 critter_start = Start of Main Creature Vector&lt;br /&gt;
 profession_start = Offset into Main Creature Vector the array of jobs.&lt;br /&gt;
[[User:Jifodus|Jifodus]] 00:41, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone know the values for v0.28.181.39f? --[[User:Aristoi|Aristoi]] 18:18, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Still no word on 39f? Perhaps we can get a little write-up on how to discover the appropriate values added to the foreman homepage. That way, when a new version of DF is released, any number of people could search for and contribute the new values, instead of depending on the few people who already know the process. --[[SWSaunders|SWSaunders]] 09:10, 12 August 2008 (ADT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Jerethi50, beat me to it.  When I went to enter the values you already had!  SWSaunders:  What I did (having never done this before) was to download a memory viewer (HxD hexeditor) and then look at the old version vs the new version in memory.  In the old version, I found the character at the dwarfidpos address and searched forward till I found that in the new file.  For critter_start I went to the old process and found it there, then searched forward in the new process till I found the pattern match (it wasn't too far).  The data was different but the pattern was the same.  The profession offset hasn't changed so I left it as is. --[[User:Aristoi|Aristoi]] 11:13, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That's exactly how I do it, except I have written a program that does it for me, since it saves time. I also tend to forget to post Dwarf Foreman's new config during updating. Usually I remember to update the tables at http://www.geocities.com/jifodus/tables/ini_jifodus/ and that has all the information you'd need (critter_start=[creature_data].base; profession_start=[creature_data].jobs); however, it seems I didn't update it this last go around. If you wander around my website, you should be able to find enough information posted there (provided you can understand it all) to learn how to update foreman for yourself. --[[User:Jifodus|Jifodus]] 22:22, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with previous versions of Dwarf Fortress, update the config file as shown below.&lt;br /&gt;
&lt;br /&gt;
==== v0.27.168.33g ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.173.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.27.176.38c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01aa9d3a&lt;br /&gt;
critter_start=015124f4&lt;br /&gt;
dwarfidpos=0131f1b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39b ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01a16957&lt;br /&gt;
critter_start=015134f4&lt;br /&gt;
dwarfidpos=013201b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b89dbc&lt;br /&gt;
critter_start=01513514&lt;br /&gt;
dwarfidpos=013201d8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39d ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b0747e&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39e ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b76baa&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.39f ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=036276be&lt;br /&gt;
critter_start=01575dec&lt;br /&gt;
dwarfidpos=01382690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40a ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=03186cb3&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40c ====&lt;br /&gt;
&amp;lt;pre&amp;gt;check=032e896f&lt;br /&gt;
critter_start=0158222c&lt;br /&gt;
dwarfidpos=0138e698&lt;br /&gt;
profession_start=0474&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d2 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01807735&lt;br /&gt;
critter_start=014D1404&lt;br /&gt;
dwarfidpos=012DD2F8&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d3 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0191B535&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d4 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=0190599F&lt;br /&gt;
critter_start=014D341C&lt;br /&gt;
dwarfidpos=012DF310&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d5 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=019687A7&lt;br /&gt;
critter_start=014D5434&lt;br /&gt;
dwarfidpos=012E1328&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d6 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=018D14AA&lt;br /&gt;
critter_start=014EDE3C&lt;br /&gt;
dwarfidpos=012F9D30&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d7 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01A78193&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d8 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01860A3C&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== v0.28.181.40d9 ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01318B82&lt;br /&gt;
critter_start=014EDFCC&lt;br /&gt;
dwarfidpos=012F9EC0&lt;br /&gt;
profession_start=00000544&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Prospector?==&lt;br /&gt;
I notice the Regional Prospector utility is no longer listed - what happened to it and did it get updated to the newest version? --[[User:Squirrelloid|Squirrelloid]] 05:20, 20 November 2008 (EST)&lt;br /&gt;
:The functionality is now provided on the embark screen, so the utility is obsolete. [[User:Random832|Random832]] 08:38, 20 November 2008 (EST)&lt;br /&gt;
::Except it really isn't.  Yeah, I can have it search the world for a site for me, but it doesn't tell me where exactly those features are - so if I want to play with size or location a little bit I don't know if I'm losing anything.  It also returns only one hit, which can make finding the type of site you want hard, especially as some variables (tree cover, relative elevation, diversity of alignment/biomes) can't be searched over making that first hit with an underground river and magma pipe (or whatever) not necessarily the one you want.  --[[User:Squirrelloid|Squirrelloid]] 10:42, 20 November 2008 (EST)&lt;br /&gt;
:::Yes, it is. Regional Prospector would make the game show various features on the local embark map such as chasms, magma vents and magma pools. This is now supported natively by changing the &amp;quot;SHOW_EMBARK_???&amp;quot; variables in the init.txt file to &amp;quot;ALWAYS&amp;quot;. Same functionality. The site finder feature which you're referring to is an additional feature, which indeed doesn't yet work perfectly. --[[User:Janus|Janus]] 11:06, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Similar variables have to be set during worldgen, although I believe they are set to &amp;quot;show&amp;quot; by default.--[[User:Maximus|Maximus]] 12:44, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Say, does anyone know of a list that explains the symbols that Prospector uses? It took me forever to be certain that a red single tilde was a magma pool, while a red double-tilde (a.k.a. squiggly equal sign) was a magma ''pipe'', and there are still a couple symbols I'm not sure about...&lt;br /&gt;
:--[[User:Macdjord|Macdjord]] 13:12, 20 November 2008 (EST)&lt;br /&gt;
:: There used to be a map key in the '''RP''' section.   [[http://www.dwarffortresswiki.net/index.php?title=Utilities&amp;amp;oldid=28602#Regional_Prospector history]]&lt;br /&gt;
&lt;br /&gt;
== Lifevis?! ==&lt;br /&gt;
&lt;br /&gt;
There's a realtime replacement for 3Dwarf out: [http://www.bay12games.com/forum/index.php?topic=29314.0] (yes, i made the thread, but no i don't claim any credit for the util.) It should '''totally''' be added to the list! But where?&lt;br /&gt;
:Wow I just took a look at Lifevis, it's really something special! I guess it would come under &amp;quot;Movies, Screenshots, Map Files&amp;quot; best, although perhaps we need a whole new &amp;quot;3d utilities&amp;quot; section. Either way, it should definitely be included.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman Vista ==&lt;br /&gt;
&lt;br /&gt;
Whenever I try to run Dwarf Foreman in Vista I get a message saying &amp;quot;Couldn't connect to Dwarf Fortress, Is it Running?&amp;quot;.  Any ideas?  I'm using 40d9 and have the latest updates to the config file.&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22731</id>
		<title>40d:Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22731"/>
		<updated>2008-05-03T05:16:07Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Glass furnace|key=g|job=Glassmaking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] bag&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw glass&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* Items&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are used to make raw glass (a gem), blocks, and furniture items. All furniture made at a glass furnace can be made out of either metal, stone or wood, with the exception of windows, which can be made from gems. Glass furnaces can make craft goods, and vials, used to make extracts.  Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires sand, clear glass requires sand and pearlash, and crystal glass requires raw rock crystals and pearlash.  Raw rock crystals are a type of gem and are usually very difficult to find.&lt;br /&gt;
&lt;br /&gt;
Many of the names of glass furniture are different. A glass door is called a portal, and a glass coffer is called a box.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty bag, and Item Hauler, and a zone designated for sand collection. Collection of sand and making of glass items is usually more efficient if you make a Glass furnace and set it to collect sand, and then have another ([[Magma glass furnace]]) churn out glass items, almost doubling the productivity.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand and raw or cut glass may not be imported. Raw crystal glass may not be imported. Foreign merchants never have glass furniture for sale.&lt;br /&gt;
== Glass cycle ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass Furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Green Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|▌|#090|δ|#090|‼|#090|&lt;br /&gt;
  |¡|#090|▒|#090|π|#090|╤|#090|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass Furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Clear Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#077|▌|#077|δ|#077|‼|#077|&lt;br /&gt;
  |¡|#077|▒|#077|π|#077|╤|#077|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Rock Crystal&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass Furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Crystal Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|▌|#fff|δ|#fff|‼|#fff|&lt;br /&gt;
  |¡|#fff|▒|#fff|π|#fff|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 57.4em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Wood]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Wood Furnace|skill=Wood Furnace&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Ash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Ashery|skill=Ashery&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Potash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Kiln|skill=Kiln&lt;br /&gt;
  |color=#666|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#999|C|#999|A|#999|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30929</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30929"/>
		<updated>2007-12-28T08:31:43Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, someone should probably put in a part talking about explosions in this article. Notably how to use them as weapons. I currently have no idea.--[[User:Smoking Gnu|Smoking Gnu]] 16:41, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried some experiments with alcohol and magma, but the booze just evaporated instead of exploding. Then the fire imps came.--[[User:Smoking Gnu|Smoking Gnu]] 16:10, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does eating cooked booze still count as alcohol intake for happiness, work speed, etc.? It seems to quench thirst and hunger simultaneously. --[[User:HotSake|HotSake]] 20:15, 12 December 2007 (EST)&lt;br /&gt;
:If this is true, I'm cooking all of my booze right now.--[[User:Heliopios|Heliopios]] 21:11, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fastest Growing Beer Crop? ==&lt;br /&gt;
&lt;br /&gt;
So, anyone know offhand what's the fastest crop to grow if you want to grow a LOT of alcohol really quickly?  I'm mostly interested in it for cooking, so it doesn't really have to match a dwarf's favorite beer or anything.  [[User:KiTA|KiTA]] 03:31, 28 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5557</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5557"/>
		<updated>2007-12-28T05:32:09Z</updated>

		<summary type="html">&lt;p&gt;KiTA: /* 4265985437 - The Legendary Ever-Realm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation.&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;
=== The Future Dimensions (Or Fibonacci's sweet world) ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Title: Fibonacci&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 1123581321&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: random&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated under version v0.27.169.33e - Intel processor/windowsXP - file included because other machines have had different results with more or less sand/flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick 16 rejects&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magma (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&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;
=== 4265985437 - The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Random name, 51 rejects.&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated with version v0.27.169.33f using windows XP with an AMD processor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Originally submitted by Paul on the forums. Minerals have changed with version changes, but features remain the same.&amp;lt;br/&amp;gt;&lt;br /&gt;
Takes a few minutes to generate (but if you're downloading it that hardly matters), but has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&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 exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''0.23.169.33g''' or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
====Seed #223885 - Pretty much what I have been waiting for====&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
====The Realm of Forever Start Seed #3094533934====&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
====The Cyclopean Planet of Tempests Seed #697480228====&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
====Just another seed, I thought wold be nice (1291184248, v.33g)====&lt;br /&gt;
[[Image:Seed1291184248.PNG]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
&lt;br /&gt;
Downside - it's pretty cliffy. I haven't played it for long enough, but getting human caravans to depot can prove tricky &lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 06:40, 26 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Outpost_liaison&amp;diff=13989</id>
		<title>40d Talk:Outpost liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Outpost_liaison&amp;diff=13989"/>
		<updated>2007-11-25T19:54:22Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
= Broker, not Leader? =&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29037</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29037"/>
		<updated>2007-11-24T23:59:04Z</updated>

		<summary type="html">&lt;p&gt;KiTA: /* Tameable? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tameable? =&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22692</id>
		<title>40d Talk:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22692"/>
		<updated>2007-11-24T23:58:03Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the wagons that come with the human caravans travel over floor?--[[User:Tarsier|Tarsier]] 18:28, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've tried building floor directly on the ground, and they travelled over it with no problem.  I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=Trapped Floors?=&lt;br /&gt;
&lt;br /&gt;
I know you cannot build walls on top of floors (note:  Why not?) -- can you build traps on top of floors?  I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs.  Free bones! :)&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29035</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29035"/>
		<updated>2007-11-24T23:25:09Z</updated>

		<summary type="html">&lt;p&gt;KiTA: New page: = Tameable? =  Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  If you see a Hyrda in a fortress, will a Dragon ever appear, or will...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tameable? =&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward?&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20559</id>
		<title>40d:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20559"/>
		<updated>2007-11-24T23:22:23Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dragon|symbol=D|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are ferocious predators, which are extremely hostile and difficult to kill. In addition to bite and claw attacks, they can breathe [[fire]] several tiles. When a dragon enters your area, the game will announce its presence and its name.  And then eat you.  Quickly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DRAGON]&lt;br /&gt;
 	[NAME:dragon:dragons:draconic]&lt;br /&gt;
 	[TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
 	[MODVALUE:50]&lt;br /&gt;
 	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
 	[FANCIFUL]&lt;br /&gt;
 	[MEGABEAST]&lt;br /&gt;
 	[GENPOWER:5]&lt;br /&gt;
 	[FREQUENCY:5]&lt;br /&gt;
 	[PETVALUE:10000]&lt;br /&gt;
 	[GRASSTRAMPLE:50]&lt;br /&gt;
 	[BONECARN][PET_EXOTIC]&lt;br /&gt;
 	[BUILDINGDESTROYER:2]&lt;br /&gt;
 	[NOFEAR]&lt;br /&gt;
 	[LIKES_FIGHTING]&lt;br /&gt;
 	[PREFSTRING:terrible majesty]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
 	[SIZE:20]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[FAT:10]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[BIOME_ANY_LAND]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
 	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KiTA&amp;diff=29028</id>
		<title>User:KiTA</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KiTA&amp;diff=29028"/>
		<updated>2007-11-24T20:50:33Z</updated>

		<summary type="html">&lt;p&gt;KiTA: New page: KiTA -- yes, THAT KiTA -- is an avid part time dwarf fortress manager.  In his spare time he enjoys daydreaming about a modification of Dwarf Fortress -- &amp;quot;Necromancer Fortress&amp;quot;, starring e...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KiTA -- yes, THAT KiTA -- is an avid part time dwarf fortress manager.  In his spare time he enjoys daydreaming about a modification of Dwarf Fortress -- &amp;quot;Necromancer Fortress&amp;quot;, starring evil wizards and their undead underlings.&lt;br /&gt;
&lt;br /&gt;
KiTA can be contacted on AIM via the username EldarMark.&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Spoilers&amp;diff=29025</id>
		<title>Category:Spoilers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Spoilers&amp;diff=29025"/>
		<updated>2007-11-24T20:48:51Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the section of the Wiki that contains information about things that many people would consider to be extreme spoilers, such as who shows up when you mine adamantine, what lay at the bottom of the glowing pits, or what happens if you build a tower up to the +15 Z level.  Things marked &amp;quot;HIDDEN_FUN_STUFF&amp;quot; in the patch notes would also, presumably, go here.&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Spoilers&amp;diff=29024</id>
		<title>Category:Spoilers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Spoilers&amp;diff=29024"/>
		<updated>2007-11-24T20:48:25Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the section of the Wiki that contains information about things that many people would consider to be extreme spoilers, such as who shows up when you mine adamantine, what lay at the bottom of the glowing pits, or what happens if you build a tower up to the +15 Z levels.  Things marked &amp;quot;HIDDEN_FUN_STUFF&amp;quot; in the patch notes would also, presumably, go here.&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=23160</id>
		<title>40d:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=23160"/>
		<updated>2007-11-24T20:47:32Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is about the mountain feature. You may be looking for the [[Activity_zone#Pit.2FPond|pit/pond designation]] for activity zones.''&lt;br /&gt;
&lt;br /&gt;
A '''glowing pit''' is an small impassable chasm, usually found near or within [[adamantine]] deposits deep in the earth. They are sometimes surrounded by mysterious rooms. These are very dangerous regions that can cause the destruction of even a well prepared fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
If you dig deep enough in the right place, perhaps following that vein of glorious [[adamantine]], you might break into a peculiar chamber with strange glowing pits at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[Image:000008 - Peculiar chamber.png]]&lt;br /&gt;
&lt;br /&gt;
Usually, there will be chained and caged [[humanoid]]s, body parts, upright spears and pikes, ash and charcoal, and horrifying engravings in this room. '''These are a warning.''' If you do not take drastic measures such as rewalling the chamber to seal it, the glowing pits will unleash a horde of [[demon]]s upon your fortress.&lt;br /&gt;
&lt;br /&gt;
The pits contain a very small amount of [[magma]], usually only enough for a handful of [[smelter]]s or [[forge]]s, but sometimes enough small deposits for a good-sized industry. This is fortunate, since magma is a requirement for adamantine refining.&lt;br /&gt;
&lt;br /&gt;
Of course, you'll have to deal with the demons first...&lt;br /&gt;
&lt;br /&gt;
[[Image:000009 - Elf bone meal.png]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]] [[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Spoilers&amp;diff=29023</id>
		<title>Category:Spoilers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Spoilers&amp;diff=29023"/>
		<updated>2007-11-24T20:47:14Z</updated>

		<summary type="html">&lt;p&gt;KiTA: New page: This is the section of the Wiki that contains information about things that many people would consider to be extreme spoilers, such as who shows up when you mine adamantine, what lay at th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the section of the Wiki that contains information about things that many people would consider to be extreme spoilers, such as who shows up when you mine adamantine, what lay at the bottom of the glowing pits, or what happens if you build a tower up to the +15 Z levels.&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14858</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14858"/>
		<updated>2007-11-24T20:10:17Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
= Paul's Sand? =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;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. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can't seem to find the sand... And I've tried extending it all the way east AND west.  What I CAN find is plenty of clay and clay loam...&lt;br /&gt;
&lt;br /&gt;
Anyone know what I'm doing wrong? [[User:KiTA|KiTA]] 15:10, 24 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14857</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14857"/>
		<updated>2007-11-24T19:18:30Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
= Paul's Sand? =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;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. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can't seem to find the sand... anyone know what I'm doing wrong?&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pits&amp;diff=26261</id>
		<title>Pits</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pits&amp;diff=26261"/>
		<updated>2007-11-24T16:05:18Z</updated>

		<summary type="html">&lt;p&gt;KiTA: Redirecting to Pit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Pit]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pits&amp;diff=26260</id>
		<title>Pits</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pits&amp;diff=26260"/>
		<updated>2007-11-24T16:03:46Z</updated>

		<summary type="html">&lt;p&gt;KiTA: Redirecting to Glowing pits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Glowing pits]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26551</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26551"/>
		<updated>2007-11-19T02:50:41Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2785</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2785"/>
		<updated>2007-11-06T18:10:38Z</updated>

		<summary type="html">&lt;p&gt;KiTA: /* Glass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of '''gems''' can be found strewn throughout the fortress. Gems can used to [[encrust]] [[furniture]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have no [[item values|value]] in rough form. First they need to be cut in a [[jeweler's workshop]]. Cut gems have a base value of 5, which is multiplied by appropriate value modifier from the table below. Items can be [[decorated]] (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
&lt;br /&gt;
{{Gems}}&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
*green glass, x2 value, requires only a [[bag]] full of [[sand]]&lt;br /&gt;
*clear glass, x5 value, requires [[pearlash]] as well as a [[bag]] full of [[sand]]&lt;br /&gt;
*crystal glass, x10 value, requires [[pearlash]] and [[rock crystal]]&lt;br /&gt;
&lt;br /&gt;
Like working [[metal]], making glass requires [[fuel]], either [[coke]] or [[charcoal]] at a normal glass furnace, or [[magma]] at a [[magma glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Glass has other uses than as a mere gem, as glass can be used as (a rather odd looking) stone for most buildings, such as Tables or Doors.  In addition, Glass can be converted into [[Trap]] components, such as large, spiked balls or giant axes.  However, this appears to requires a Glass Bar, which is not possible to create at the current time.&lt;br /&gt;
&lt;br /&gt;
Outside of Metal and Wood, Glass is the only readily available material to create Cages out of, as well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alunite&amp;diff=4413</id>
		<title>40d:Alunite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alunite&amp;diff=4413"/>
		<updated>2007-11-04T20:57:45Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alunite''' is a type of [[stone]]. Items produced from alunite are white.&lt;br /&gt;
&lt;br /&gt;
Because it is a colored stone, alunite triggers an alert when discovered, as if one had discovered a precious [[metal]].  Alunite allows you to make items in the same white color that Light Stone used to, which is important, as most Light Stones are now used in the creation of [[Steel]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Colored Stone]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4503</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4503"/>
		<updated>2007-11-04T17:56:37Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]].&lt;br /&gt;
&lt;br /&gt;
For some reason, magnetite triggers an alert every time a new vein is discovered.&lt;br /&gt;
&lt;br /&gt;
* MAGNETITE&lt;br /&gt;
* magnetite&lt;br /&gt;
* ENVIRONMENT:SEDIMENTARY:CLUSTER:100&lt;br /&gt;
* METAL_ORE:IRON:100&lt;br /&gt;
* SOLID_DENSITY:5046&lt;br /&gt;
* VALUE:8&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4502</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4502"/>
		<updated>2007-11-04T17:56:23Z</updated>

		<summary type="html">&lt;p&gt;KiTA: Er, nevermind, I'm a fool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]] with one important distinction.&lt;br /&gt;
&lt;br /&gt;
For some reason, magnetite triggers an alert every time a new vein is discovered.&lt;br /&gt;
&lt;br /&gt;
* MAGNETITE&lt;br /&gt;
* magnetite&lt;br /&gt;
* ENVIRONMENT:SEDIMENTARY:CLUSTER:100&lt;br /&gt;
* METAL_ORE:IRON:100&lt;br /&gt;
* SOLID_DENSITY:5046&lt;br /&gt;
* VALUE:8&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4501</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4501"/>
		<updated>2007-11-04T17:55:50Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]] with one important distinction -- it requires coal to process.&lt;br /&gt;
&lt;br /&gt;
For some reason, magnetite triggers an alert every time a new vein is discovered.&lt;br /&gt;
&lt;br /&gt;
* MAGNETITE&lt;br /&gt;
* magnetite&lt;br /&gt;
* ENVIRONMENT:SEDIMENTARY:CLUSTER:100&lt;br /&gt;
* METAL_ORE:IRON:100&lt;br /&gt;
* SOLID_DENSITY:5046&lt;br /&gt;
* VALUE:8&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pyrolusite&amp;diff=12822</id>
		<title>40d:Pyrolusite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pyrolusite&amp;diff=12822"/>
		<updated>2007-11-02T05:27:33Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A type of stone.  For some reason, triggers an alert when discovered.&lt;br /&gt;
&lt;br /&gt;
May be a Colored Stone, however, appears in very small, gem-like, veins, instead of the huge veins that normal colored stones appear in.&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Orthoclase&amp;diff=7877</id>
		<title>40d:Orthoclase</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Orthoclase&amp;diff=7877"/>
		<updated>2007-11-02T05:21:44Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orthoclase is a type of [[stone]]. Items produced with it are yellow.&lt;br /&gt;
&lt;br /&gt;
For some reason, Orthoclase triggers an alert when discovered, as if you had discovered a precious metal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Colored Stone]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Microcline&amp;diff=7398</id>
		<title>40d:Microcline</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Microcline&amp;diff=7398"/>
		<updated>2007-11-02T05:21:26Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Microcline is type of stone. Items made from it are light blue.&lt;br /&gt;
&lt;br /&gt;
[[Category:Colored Stone]]&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=22</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=22"/>
		<updated>2007-11-01T16:34:30Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width: 80%; background: #eee; border: 1px solid #aaa; border-left: 7px solid blue; padding: 0 0.5em; margin: 0 auto&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;This wiki is being prepared for the &amp;lt;strong&amp;gt;new release&amp;lt;/strong&amp;gt;. Please ensure that all information added is accurate for the new version.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;The [http://archive.dwarffortresswiki.net/index.php/Main_Page archive of the old wiki] is still available.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The New DF Version has been released!&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious hordes of [[elephants]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|Fun fact: Ditching the starting anvil for a shedful of logs makes for a strong early defense by way of a palisade (huge wood wall)...}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Category:Guides|Tutorials and guides]]&lt;br /&gt;
| style=&amp;quot;witdh: 33%&amp;quot; | [[Surviving winter]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Bloodline games]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zones]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Agriculture]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Nobles]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skills]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpiles]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshops]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Modding|Modding]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known bugs and issues]]&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3 Official Forums],  [http://forums.somethingawful.com/showthread.php?threadid=2669677 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=38984 Penny-Arcade Thread]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | IRC Channels:&lt;br /&gt;
| [irc://irc.worldirc.org/bay12games #bay12games] on worldirc.org, [irc://irc.synirc.net/df #df] on synirc.net&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://dwarffortress.free.fr/modules/news/ The French Wiki ], [http://band-chukei.ddo.jp/df/ The Japanese Wiki ]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tetrahedrite&amp;diff=8460</id>
		<title>40d:Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tetrahedrite&amp;diff=8460"/>
		<updated>2007-11-01T04:58:32Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An unusual metal ore, which can be used as Copper Ore, or as Silver (at a 1 to 5 ratio).  Can be used to smelt 6 seperate metals -- Trifle Pewter, Fine Pewter, Billion, Electrum, Bronze, and Brass.&lt;br /&gt;
&lt;br /&gt;
= Raw Data =&lt;br /&gt;
*TETRAHEDRITE&lt;br /&gt;
*tetrahedrite&lt;br /&gt;
*ENVIRONMENT:ALL_STONE:VEIN:100&lt;br /&gt;
*METAL_ORE:COPPER:100&lt;br /&gt;
*METAL_ORE:SILVER:20&lt;br /&gt;
*VALUE:3&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Orthoclase&amp;diff=7876</id>
		<title>40d:Orthoclase</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Orthoclase&amp;diff=7876"/>
		<updated>2007-11-01T04:34:14Z</updated>

		<summary type="html">&lt;p&gt;KiTA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orthoclase is a type of [[stone]]. Items produced with it are yellow.&lt;br /&gt;
&lt;br /&gt;
For some reason, Orthoclase triggers an alert when discovered, as if you had discovered a precious metal.&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pyrolusite&amp;diff=12821</id>
		<title>40d:Pyrolusite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pyrolusite&amp;diff=12821"/>
		<updated>2007-11-01T04:33:55Z</updated>

		<summary type="html">&lt;p&gt;KiTA: New page: A type of stone.  For some reason, triggers an alert when discovered.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A type of stone.  For some reason, triggers an alert when discovered.&lt;/div&gt;</summary>
		<author><name>KiTA</name></author>
	</entry>
</feed>