<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lastofthelight</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lastofthelight"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Lastofthelight"/>
	<updated>2026-05-27T07:55:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_toad&amp;diff=46261</id>
		<title>40d:Giant toad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_toad&amp;diff=46261"/>
		<updated>2009-08-31T13:18:19Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant toad|symbol=T|color={{COLOR:2:0:0}}|bones=10|fat=5|skin=Yes|skulls=1|chunks=10|meat=10|biome=* [[underground|Subterrenean]] [[water]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A lurker of the depths, found in subterranean lakes and rivers.  Dangerous and aggressive, giant toads will pursue and attack any dwarves they chance upon.  Capable of inflicting heavy casualties amongst unarmed civilians, and have been known to withstand multiple stone-fall traps.  Treat with caution.&lt;br /&gt;
&lt;br /&gt;
They are known to spend all of their time programming obscure ASCII video games.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TOAD_GIANT]&lt;br /&gt;
	[NAME:giant toad:giant toads:giant toad]&lt;br /&gt;
	[TILE:'T'][COLOR:2:0:0]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:3][NATURAL][PET_EXOTIC][MOUNT_EXOTIC]&lt;br /&gt;
	[PETVALUE:750]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:60:100]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&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:Animals]]&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Obsidian&amp;diff=18395</id>
		<title>40d Talk:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Obsidian&amp;diff=18395"/>
		<updated>2009-01-22T13:55:14Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is Obsidian currently the only &amp;quot;sharpenable&amp;quot; rock? The fact that &amp;quot;create rock short sword&amp;quot; asks for sharpenable rock rather than obsidian specifically suggests other rocks may be usable (or become usable) for swords.&lt;br /&gt;
&lt;br /&gt;
:The [SHARP] tag in the raws controls whether you can use the rock for making swords. As far as I know, obsidian is the only type of rock that uses this tag, but you can mod in any number of custom rocks (or add the tag to all the existing rocks) hence why it doesn't ask for obsidian specifically. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
::You could just build an obsidian factory, if you have access to replenishing supplies of water and magma. --[[User:30 Second Artbomb|30 Second Artbomb]] 03:09, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Sadly, magma replenishes slowly. --[[User:Savok|Savok]] 09:56, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Mister, I wanna know what you're doing with obsidian so as to drain a magma vent and have to wait for it to replenish.  Do your Marksdwarves practice by firing obsidian swords instead of bolts? --[[User:Marble Dice|Marble Dice]] 15:30, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It replenishes fast enough while you're mining out the fresh obsidian to make the idea a viable one, though. A 10x10 obsidian generator is more than adequate for most obsidian needs anyway, assuming you're not running a gimmick fort where you don't use any magma-proof metals. --[[User:30 Second Artbomb|30 Second Artbomb]] 08:01, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a bit deceptive to say create rock short sword when it requires a very specific type of rock. &amp;quot;create obsidian short sword&amp;quot; would be better... or &amp;quot;create short sword&amp;quot; and then go to &amp;quot;obsidian&amp;quot; or something... --[[User:AlexFili|AlexFili]] 04:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Well, according to Wikipedia, the [http://en.wikipedia.org/wiki/Prismatic_blade prismatic blades] used in [http://en.wikipedia.org/wiki/Macuahuitl Aztec obsidian swords] can also be produced from chert, flint, and chalcedony. However, editing the DF raws to make this possible will make any seeds you generate incompatible with everyone else's installs if you don't share the entire region folder. --[[User:30 Second Artbomb|30 Second Artbomb]] 15:19, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Allright fresh question on this one for you guys; I haven't checked the RAW's; and it probably needs to get done again, but was damage for rock short swords ever confirmed to be the same as the damage for steel? It doesn't make much difference because im only using them for trap components to keep some stonecrafters working all the time and because it was an easy side effect to my screw the world device.  --[[User:Silver|Silver]] 01:22, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That is legacy info that was tested in 0.23.130.23a and assumed to have remained the same. I don't know if anyone has retested it since. [[User:VengefulDonut|VengefulDonut]] 01:25, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Obsidian Farm==&lt;br /&gt;
&lt;br /&gt;
There ought to be some information on obsidian farming here.&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8700</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8700"/>
		<updated>2009-01-15T21:43:05Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Perpetual motion machine==&lt;br /&gt;
I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
==edit comments==&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
==Perpetual motion again==&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1/7 water Hight. [[User:Hoborobo|Hoborobo]] 04:59, 8 June 2008 (EDT)-&lt;br /&gt;
::That doesn't sound correct to me... [[User:Juckto|Juckto]] 20:33, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Definition of &amp;quot;flow&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The article states that waterwheels need flow under them, but how exactly does the game calculate this?&lt;br /&gt;
&lt;br /&gt;
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly &amp;quot;flowing&amp;quot; (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Are you sure, though? Juckto (above) seems to believe the state of affairs is a bit more complicated. I guess I can just test it out for myself at some point. [[User:G-Flex|G-Flex]] 04:28, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'm sure about the minimum being 4/7, never had a waterwheel that would work below that level. Maybe it counts the water as flowing if the water depth changes during x ticks? If thats the case then a closed system would work unless you manage to get all the tiles at the same depth. I doubt the game uses a system much more complicated than that, as it would cause incredible lag checking each tile for depth, direction of flow, speed of flow, and path of least resistance. Not to mention factoring in water pressure and evaporation. Additionally, waterwheels seem to work no matter what their orientation is to the water. --[[User:Elvang|Elvang]] 04:37, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hrm, yeah, it seems like you need change of depth for it to count as &amp;quot;flow&amp;quot;. Putting in the ocean just don't work.[[User:G-Flex|G-Flex]] 04:23, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Change of depth not needed. Putting it in a full river works. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I believe to have found the key to it: I placed three waterwheels in the bed of a drained underground river; the first one with its outer tiles on the riverbed, the second one hanging in a channel of three tiles, the third one with its outer tiles on top of two constructed walls, which I constructed in a channel in the riverbed, i.e. on rough stone-block floor. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
So I built them on top of this:&lt;br /&gt;
&lt;br /&gt;
 1.     2.     3.  (  4. )&lt;br /&gt;
rrr    rrr    rrr  ( fff )&lt;br /&gt;
rrr    r_r    rfr  ( f_f )    r=river-tile&lt;br /&gt;
r_r    r_r    r_r  ( f_f )    f=rough floor (top of constructed wall)&lt;br /&gt;
rrr    r_r    rfr  ( f_f )    _=open space (channeled underneath)&lt;br /&gt;
rrr    rrr    rrr  ( fff )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::::When I let the water in again, only the second one was powered, even when I interrupted the flow again. (As I the water flew out, it still turned at water level 1. That seems to be the minimum level indeed.){{verify}} So the generation of power seemed to depend on the underground you build them in, not on anything like flow. Then, to verify my theory that you need river-tiles around waterwheels to make them work, I built a fourth one upstream, which was surrounded by floor-tiles. This one, however, streched all across the river, and so divided it into a lower part (with the three waterwheels in it) and an upper part. In the lower part, no waterwheel worked anymore, as I built one of the second type in the upper part of the river, it worked again!&lt;br /&gt;
::::::Therefore, I suppose waterwheels must be surrounded (at least partially?){{verify}} by river-tiles, which additionally must not be disconnected from the source of the river. --[[User:Doub|Doub]] 12:25, 4 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Construction Key? ==&lt;br /&gt;
&lt;br /&gt;
The construction area needs a key.  I can't figure out what the O is supposed to be, and I only use the ASCII version of DF.--[[User:RustyMcloon|Rusty Mcloon]] 11:19, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is a vertical axle. You should know, since you play the pseudo-ASCII version. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two Quick Questions... ==&lt;br /&gt;
&lt;br /&gt;
would water wheels be powered by water falling down a Z axis onto a waterwheel?&lt;br /&gt;
&lt;br /&gt;
can a waterwheel be used in magma or would it burn?&lt;br /&gt;
&lt;br /&gt;
--[[User:Althalus|Althalus]] 10:05, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Water wheels need to be placed in a channel with water to be powered. AFAIK the channel doesn't have to be any longer than the water wheel, doesn't need water coming in nor going out. The game isn't clever enough yet... (shhh!)&lt;br /&gt;
::I think the water has to be depth:3.&lt;br /&gt;
::Water wheels have to be made of wood. Any machine that has magma flow through it, if it isn't made of magma-safe material, will burn/melt. You might get a bit of power for a short time but the water wheel would burn (assuming temperature is turned on which it is by default).&lt;br /&gt;
::To sign your name properly use the signature button on the toolbar or type &amp;quot;~&amp;quot; four times: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; [[User:GarrieIrons|GarrieIrons]] 21:26, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Waterwheels may not be magma-safe, but the actual structure of the wheel is built one z-level above the magma, rather than in it. Thus it is entirely plausible that a waterwheel could survive being used with magma. Whether it does actually survive such circumstances, and if so whether it starts turning, could do with being tested. --[[User:Raumkraut|Raumkraut]] 23:09, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well i guess i will have to do my own experiments on magma wheels, i will report my findings. --[[User:Althalus|Althalus]] 10:05, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds something like [http://www.bay12games.com/forum/index.php?topic=25242.msg289749#msg289749 Cog's wooden magma pumps]. --[[User:Schwern|Schwern]] 20:22, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not really - of course, waterwheels suspended above magma will not self-destruct, since they are not IN magma, but it is not known whether magma ''powers'' waterwheels, or if that is only hardcoded to be water. --[[User:Savok|Savok]] 09:42, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Waterwheel on rivers ==&lt;br /&gt;
Yesterday I build a waterwheel above a river, it did not work. I build a second wheel in a moat channeled from the river it did work. Either I made some stupid error, or there is a bug at the current ver. that makes wheel not working on rivers themselves...  --[[User:Catpaw|Catpaw]] 06:37, 29 August 2008 (EDT)&lt;br /&gt;
:A brook or a river? [[User:HeWhoIsPale|HeWhoIsPale]] 09:24, 29 August 2008 (EDT)&lt;br /&gt;
:: Oh it was a brook, since my dwarfes always waded through it. okay I understand it now... Is kinda quirky in the simulation... you turn a brook into a river by digging its surface... uh. common logic anyone? :-) --[[User:Catpaw|Catpaw]] 09:50, 29 August 2008 (EDT)&lt;br /&gt;
::: Brooks have a special layer of floor on top of them that allows fishing and similar activities, but discounts it being considered as running water, channeling can remove this layer. Apparently this has been the best fit way of allowing a brook to be traversable while still being a body of water. [[User:HeWhoIsPale|HeWhoIsPale]] 10:51, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water and Flow Answers ==&lt;br /&gt;
&lt;br /&gt;
After a few(a lot of) tests, I have deduced the following:&lt;br /&gt;
*A water wheel needs to have any '''one''' of its three tiles '''above''' water&lt;br /&gt;
**The water must be at least 4/7 depth&lt;br /&gt;
***The exception:water falling down a z-level&lt;br /&gt;
*:Placing a waterwheel with one tile stuck into the side of a water fall with make it active, and can be effectively done by placing several next to each other under the waterfall&lt;br /&gt;
*:Note: if the water flows over all three or the two opposite tiles, it will only be active for a second here and there, but it's great to make tons of mist&lt;br /&gt;
**It can not be submerged, a submerged water wheel will not work&lt;br /&gt;
*The water must be flowing, stationary water will not power the wheel&lt;br /&gt;
**A screw pump can make water flow (See the section of the article on Perpetual Motion)&lt;br /&gt;
**Many rivers do '''not''' flow, you may have to channel a side river to make it flow out of the actual river and then into some other body of water&lt;br /&gt;
*:P.S. it helps to stagger the channels downwards so that the flow continues&lt;br /&gt;
*Lava will make a water wheel turn, (if it flows of course) if you turn off temperature (the water wheel will simply go up in flames otherwise)&lt;br /&gt;
This information was gather in version 40d &lt;br /&gt;
Feel free to add anything here to the article or correct anything that might be wrong&lt;br /&gt;
&lt;br /&gt;
Very simple design for a water wheel&amp;lt;br /&amp;gt;&lt;br /&gt;
+~W~+&amp;lt;br /&amp;gt;&lt;br /&gt;
+~W-*&amp;lt;br /&amp;gt;&lt;br /&gt;
+~W~+&amp;lt;br /&amp;gt;&lt;br /&gt;
(W) = wheel tile with flowing water under it&amp;lt;br /&amp;gt;&lt;br /&gt;
(-) = horizontal axle&amp;lt;br /&amp;gt;&lt;br /&gt;
(*) = gear assembly&amp;lt;br /&amp;gt;&lt;br /&gt;
(~) = river/brook tiles&amp;lt;br /&amp;gt;&lt;br /&gt;
(+) = ground/wall/whatever else you may have there&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Wizjany|Wizjany]] 23:14, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure about submerged water wheels. I had a water wheel placed in a (channeled) brook, connected to a screw pump. I built a wall/box around both the screw pump and the water wheel to create a reservoir which was drawn from by another screw pump one z-level up. Perhaps the waterwheel only ceases to work after the water reaches a certain depth? --[[User:RomeoFalling|RomeoFalling]] 23:31, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Safe water wheel power ==&lt;br /&gt;
&lt;br /&gt;
Imagine that I had a totally walled off above-ground area.  Now I redirect a river to flow under my walls with an above-ground area between my walls.  Will this provide the necessary flow for a water wheel?  [[User:Gairabad|Gairabad]] 18:13, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I imagine if it would work without the walls in place, it would work with them in place.  But swimming creatures (crocodiles, etc.) might be able to swim up the channel.--[[User:Maximus|Maximus]] 19:27, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::A well-placed grate or two would deal with them.  [[User:Gairabad|Gairabad]] 23:55, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Any flow ought to be able to power a water wheel.  I've had three ganged water wheels running off the power of one aquifer flowing into another.  (much lava work was needed to breach the aquifer in various places.) --[[User:Corona688|Corona688]] 14:04, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Underwater Waterwheels==&lt;br /&gt;
&lt;br /&gt;
Will a waterwheel continue to provide power if it is submerged, so long as there is running water in the appropriate tiles? Say, suppose you drain the ocean, and set up water-wheels along the ocean floor to provide power to an underwater fortress, so it can auto-drain itself if you abandon and reclaim. [[User:Lastofthelight|Lastofthelight]]&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterfall&amp;diff=46226</id>
		<title>40d Talk:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterfall&amp;diff=46226"/>
		<updated>2009-01-11T09:12:42Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;You can engineer an indoor waterfall to take advantage of the happiness it causes. You need three z-levels to do this. On the bottom is the reservoir of water. The middle layer is the screw pump and the meeting hall where your dwarves will gather to enjoy the mist. On top is a narrow corridor that connects the pump chamber to the hole though the ceiling of the meeting hall. Under this hole is a grate that connects to the reservoir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Wouldn't you need two [[screw pump]]s? --[[User:Gairabad|Gairabad]] 19:54, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You do. Since there are a whole lot more ways to engineer an indoor waterfall, and since this wiki generally tries to avoid telling players what exactly to build, I'll rewrite that. --[[User:Savok|Savok]] 20:39, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engingeering Methods==&lt;br /&gt;
&lt;br /&gt;
I think this article is doing a disservice. The wiki certainly does mention engineering methods and tips in many places (such as the excellent screwpump article.) It might be warrented noting things like what causes the happiness, for example - do you need to engineer it so that they merely see it, or must they walk through the mist? If the latter, is there a risk of flooding your fortress by building rooms exposed to the interior of an outdoor waterfall, and so on. The article as written is a bit barren. [[User:Lastofthelight|Lastofthelight]] 04:12, 11 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19279</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19279"/>
		<updated>2009-01-10T00:44:24Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Any idea why constructed walls cannot be engraved? It seems somewhat counterintuitive. --[[User:Trithemius|Trithemius]] 09:15, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had a dwarf build an engraved wall. I think all I used was the normal build wall command and nothing more, but I wasn't really paying attention, i just needed to fill in an extra wall section. When I went back one section of the wall looked weird, and when I looked at it and pressed enter a description of the engraving came up. However it is still called a rough basalt block wall not an engraved wall.  [[User:Afu|Afu]] 05:08, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==wall strength==&lt;br /&gt;
&lt;br /&gt;
does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You know, a simple door would've done the trick.  You place a door instead of an actual wall, make it forbidden (and tightly closed) once the idiot has returned to his other things.  It holds magma for now (and is cheaper and faster than building both a wall and a statue).  [[User:MagicGuigz|MagicGuigz]] 11:14, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Waterproof? ==&lt;br /&gt;
Do walls hold back liquids similar to a closed door? &lt;br /&gt;
I assume water, yes. And magma only if its a steel wall?&lt;br /&gt;
-- [[User:Qwip|Qwip]] 13:05, 10 October 2008 (EDT)&lt;br /&gt;
:Yes in every possible case. A wall made of soap blocks will hold back water, and one constructed from ice will hold back lava. --[[User:GreyMario|GreyMaria]] 17:14, 10 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Construction on the Edges ==&lt;br /&gt;
Does anyone know of a mod or what file I should change to allow construction of walls along the edges of the map? I'm going for the &amp;quot;Border Crossing&amp;quot; challenge build and the map calls for a wall from edge to edge, yet I am prohibited from building anything within five spaces from the map's edges as well as digging one space from the edge. -- [[User:Dakira|Dakira]] 17:40 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:It's hard-coded into the engine. No can do. --[[User:GreyMario|GreyMaria]] 21:28, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Walls as battlements ==&lt;br /&gt;
If I have outdoor walls, are marksdwarves able to shoot enemies on lower levels from on top of the walls?  I have ramps going up my walls so that my dwarves can get on them and I'm wondering if its useful to put an archery target up there or anything. -- --[[User:DimensionWarped|DimensionWarped]] 18:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes!  I believe that their accuracy is increased with height, too.  I put the target nearby, build extra flooring to put an ammo stockpile on, and &amp;quot;station&amp;quot; the squad (from the military screen) on the battlements so they'll go/stay up there when I send them on-duty.  Do note that dwarves tend to fall off things when they find themselves dodging melee combat, so station some fighters at the bottom of your ramp to keep baddies from trying to engage your marksdwarves, widen the tops of the walls by [b]uilding floors to either side, and/or build walls up there you can then carve into [[fortification]]s they can shoot through (via the [d]esignations menu). --[[User:Sev|Sev]] 18:26, 21 November 2008 (EST)&lt;br /&gt;
::Afaik, you can't carve fortifications into built walls. Instead you just construct fortifications. --[[User:Juckto|Juckto]] 20:30, 21 November 2008 (EST)&lt;br /&gt;
:::In the current version (40d) you can, at the very least, carve fortifications into walls constructed out of stone blocks.  I know this, because my current game has giant battlements with constructed-wall-fortifications and remembering to go back and carve them after they were built was a pain in the butt.   This would have been much more straightforward if I'd noticed that there was a [F]ortifications option on the construction menu.  Thank you for pointing that out! :) --[[User:Sev|Sev]] 22:44, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Building from bridges==&lt;br /&gt;
Something I noticed in a game. I could place a long wall along one side of the bridge and the dwarves would build it quite happily, starting from the secure end and working outwards. However if I placed a second long wall from the midpoint of the bridge onwards a dwarf would start it early (I think he was working on a wall square from the second long segment), causing a collapse. So it seems that it is safe to place long walls alongside bridges, as long as you do it one segment at a time. Can someone check this is true, and if so think of a better way of wording for placement in the article? --[[User:Juckto|Juckto]] 22:53, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
It's not always true, it depends on a number of factors. If you have multiple builders and one is slacking off, others can jump ahead. Likewise, if your materials aren't all in one stockpile, that could also cause problems, especially if one piece gets lost or stuck and the job for a section is suspended. Overall it's safest to supervise carefully. Better yet, if you're building walls next to bridges anyway, just build a floor instead of the bridge. Then it'll be indestructible. --[[User:Navian|Navian]] 23:07, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trolls==&lt;br /&gt;
&lt;br /&gt;
Will trolls and other creatures that can knock open doors also break down walls? [[User:Lastofthelight|Lastofthelight]]&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38850</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38850"/>
		<updated>2009-01-08T12:22:23Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:That always happens regardless of what they are killing.&lt;br /&gt;
&lt;br /&gt;
:Should we include the fact that attempting to pit undead animals of any kind will result in them attacking the moment they are released, regardless of how close they are to the pit. (They can be right next to it but still attack the pit-ter once they are out of the cages)&lt;br /&gt;
:--[[User:Umiman|Umiman]] 07:39, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I believe we should put it in as a warning to those who attempt to put captured undead in pits.&lt;br /&gt;
::--Rickola&lt;br /&gt;
&lt;br /&gt;
:::Should it be mentioned that the Undead versions are much more tougher than 'normal' creatures, once I had an entire fortress wiped out by a single Undead Racoon. --[[User:Hoborobo|Hoborobo]] 06:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I think zombies are a lot harder than skeletons.  Maybe undead horses are just absurdly hard anyway, but I put all seven of my starting dwarves on a single zombie horse.  Sure, they were untrained and unarmored and were wrestling it to death (except for the miners), but all seven dwarves went from untrained in wrestling to novice wrestlers, became tired/exhausted, AND two dwarves died and three got yellow/red injuries, before that single zombie horse went down.  Then the other four zombie horses wandered in...  Skeletons seem to be a lot easier to kill. --[[User:Sowelu|Sowelu]] 04:15, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Though zombies are easy to run away from.  My dwarves sidestep zombies whenever they see them (which is often, on my current map), but skeletons would corner them.  Zombies are, however, famously difficult to kill by wrestling.  Use an axe or sword.--[[User:Maximus|Maximus]] 16:25, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Zombies are utterly impossible to kill with wrestling. The only wrestling move that can kill at all is strangling, and zombies don't breathe or bleed. Dwarves set to wrestle undead will only ever destroy them with punches. If you're heading into an evil biome, I'd recommend bringing a well-armed macedwarf! That'll teach 'em to stay dead, pretty darn quick. Swords aren't so good, spears and picks even worse, though axes will do okay. In a pinch, at least make your dwarves shields to bash with. It's a matter of raw damage. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skeleton Corpse ==&lt;br /&gt;
&lt;br /&gt;
I have a Skeleton Horse Corpses. That's not normal, right? It appears to have fallen several levels into a river. Adjacent to it (well... adjacent if you ignore the z-difference) are bridge squares and weapon traps. --[[User:Groveller|Groveller]] 11:55, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I saw [http://www.bay12games.com/forum/index.php?topic=22793.0 this report] a while ago on the bugs board. May be worth resurrecting it (especially if you can supply saves)? --[[User:Raumkraut|Raumkraut]] 14:21, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm, just noticed it wasn't on the bugs board, but on the gameplay questions board. May be worth starting a thread on the bugs board then? --[[User:Raumkraut|Raumkraut]] 15:49, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, the board. I hadn't even looked at that yet. Anyway, the person you linked to posted in the bugs board too, so I guess this is known. I didn't think of getting a save... --[[User:Groveller|Groveller]] 07:24, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skeletal creatures ==&lt;br /&gt;
&lt;br /&gt;
I was told that skeletal creatures would lose their limbs whenever they hit broken status. Is this true?&lt;br /&gt;
&lt;br /&gt;
As another note, if that is true, I have a bug that occured. Under the assumption broken bones = removed bones for the skeletons, one of my hammerdwarves hit a skeletal dragon so hard that its upper body was instantly mangled, skipping the broken (and thusly removed) state entirely.[[User:Milskidasith|Milskidasith]] 17:17, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Assuming the 'sever on break' tag applies to skeletons, it only applies to limbs. You can't 'sever' a torso. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Undead Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could this be elaborated on a bit? I've never seen an undead megabeast in the legends screen. How does this work? How rare is it (absurdly rare, I guess)? [[User:Lastofthelight|Lastofthelight]]&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33256</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33256"/>
		<updated>2008-05-25T05:56:48Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP. All I have time to read before it crashes is something about an invalid access to memory location.&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33255</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33255"/>
		<updated>2008-05-25T05:52:53Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things I've noticed with tinkering around in 33g.&lt;br /&gt;
*&amp;quot;invade?&amp;quot; tag toggles prone position for the target.&lt;br /&gt;
*0x1.7(4th row) places and removes the target from the royal guard.&lt;br /&gt;
*0x2.7(4th row) places and removes the target from the fortress guard.&lt;br /&gt;
*0x4000 second row seems to dictate if the creature has a job or place to go to. Turning it off seems to do nothing, it just turns right back on again, unless the creature is moved in the process of applying.&lt;br /&gt;
*0x84, 0x800 and 0x4.5(7th row) make the dwarf friendly oriented instead of a fortress-dweller, much like a merchant.&lt;br /&gt;
*0x8 Is only present on dwarves legendary through making an artifact. It could be what keeps them from having another mood.&lt;br /&gt;
*0x2000 and 0x2.7(last row) seem to be related to lung-related injuries. Both make a &amp;quot;winded&amp;quot; effect appear on the dwarf. 0x2.7 seems to wear off after a short time.&lt;br /&gt;
*0x100(2nd row) does something peculiar. It removes the dwarf from the unit list, and then the dwarf just completely vanishes. Several tags are reset and the dwarf, for all purposes, seems to no longer exist. So far nothing I can find will bring the dwarf back, and several tags used on the dwarf will cause DF to lock up.&lt;br /&gt;
*0x400 makes the target invisible to the unit list only, does not seem to have any adverse effects.&lt;br /&gt;
*0x8.5(7th row) makes the unit a &amp;quot;visitor&amp;quot; on the unit list. Behaves friendly, not sure what it does otherwise.&lt;br /&gt;
&lt;br /&gt;
Some interesting notes too. Setting a dwarf to hostile, waiting until a nearby soldier is charging to attack, then making them friendly again causes something really interesting. The soldier will kill the now-friendly dwarf, and then that soldier will become a target to all nearby soldiers, despite still being controllable and interactable.&lt;br /&gt;
Also, that &amp;quot;staring off into the distance&amp;quot; mood is interesting. I want to see it in action but I can't find a way to actually trigger the mood to act. [[User:Lightning4|Lightning4]] 09:23, 27 December 2007 (EST)&lt;br /&gt;
:Thanks for this update! I'll include them in the next revision. AFAIK 0x8 triggers the &amp;quot;creator of&amp;quot; text, and works on any dwarf. It's quite possible to trigger a mood, i'll try soon triggering an artifical mood. [[User:Bartavelle|Bartavelle]] 11:54, 27 December        2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that when I give a dwarf a mood, he goes to the meeting area and does nothing. Also, when I change a dwarves mood to NONE, I get an error and the game crashes. [[User:Zonhin|Zonhin]] 21:12, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
You suggested we put feature requests in the wiki discussion page, so here they are!&lt;br /&gt;
* From sphir: &amp;quot;Any plans on map-related modules? e.g.&lt;br /&gt;
**one button designate cut tree after recording the regions.&lt;br /&gt;
:: I do not get this one? What is exactly suggested? Designate ALL trees at once? [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**additional &amp;quot;bookmarks&amp;quot;, jump to creature (esp dead creatures, which cannot be done in game)&lt;br /&gt;
:: I'll add that soon, as it doesn't seem too hard [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
**add foreman.exe-like macro job management by profession?&amp;quot;&lt;br /&gt;
:: This is planned too [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
* and mine: &amp;quot;alert me when my hunters run out of bolts so I can draft them to reset their job state and get them to pick up a fresh batch of ammo. It's such a hassle to have to constantly watch hunters just so they don't do something dumb like put their head inside a cougar's mouth. Or even a way to look at the items in a dwarf's inventory would be lovely.&amp;quot;&lt;br /&gt;
: This one could be a bit tricky, as inventory is not reversed yet, and i haven't been looking at it, so i have no clue on how hard it is [[User:Bartavelle|Bartavelle]] 06:34, 28 December 2007 (EST)&lt;br /&gt;
I guess others should just add their requests below. Awesome application, thanks Bartavelle! [[User:Chrominance|Chrominance]] 20:06, 27 December 2007 (EST)&lt;br /&gt;
:How about the ability to change what the dwarf likes and hates? Just so my Mayor won't mandate the construction of adamantine items.  --[[User:Corbine|Corbine]] 08:01, 28 December 2007 (EST)&lt;br /&gt;
::Likes and recent &amp;quot;events&amp;quot; are next on my list of stuff to reverse. I would especially like to display a summary of all &amp;quot;bad mood stuff&amp;quot; that recently happened to dwarves. [[User:Bartavelle|Bartavelle]] 11:14, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ability to see which item a particular dwarf is tasking to haul and zoom to it?  Ability to zoom to items in general would also be great (the game seems to want to support this, as it has the 'zoom to' option on the bottom in say, the inventory screen, but you can't actually zoom to anything from the inventory page as far as I can tell). --[[User:Squirrelloid|Squirrelloid]] 01:11, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
If you happen to see this before the thread on the forums, I posted the bug I'm getting 50% of the time while traveling in adventure mode with the new version of DC in [38a].&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 10:26, 10 February 2008&lt;br /&gt;
&lt;br /&gt;
Occasionally when you heal/hurt or modify something of a dwarf or creature, the exhaustion amount will be maxed out, causing the target to pass out for QUITE awhile.  --[[User:Corbine|Corbine]] 08:15, 28 December 2007 (EST)&lt;br /&gt;
:That's what's making them do that? Aha! --[[User:Penguinofhonor|Penguinofhonor]] 18:55, 3 February 2008 (EST)&lt;br /&gt;
::Just check the exaustion field to make sure it's 0 or something low, as opposed to the 65535 that it will ocassionally fill in with. Not sure what causes it to go for max value instead of the minimum. --[[User:N9103|Edward]] 19:33, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Getting an error when trying to start program. It couldn't get the DLLs at first so I just copied them into the folder, which seemed to work, but now it gives this:&lt;br /&gt;
http://80.60.190.55/pics/dfcbug.jpg&lt;br /&gt;
It closes (or crashes) the dwarf fortress application in the process, no error messages pop up.&lt;br /&gt;
:thanks for the info, i'm trying right now to reduce the number of required components, so it should be better soon ... [[User:Bartavelle|Bartavelle]] 18:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
When I first tried to use DF Companion, it gave me an error message that stated Libglib-2.0-0.dll was missing. So I went and downloaded it, put it in the right place. Then it said I needed iconv.dll, so I went and downloaded it. Then it made me get intl.dll. Now, it's saying &amp;quot;The procedure entry point g_Assert_Warning could not be located in the dynamic link library libglib-2.0-0.dll&amp;quot;--[[User:Demosthenes|Demosthenes]] 17:22, 19 February 2008 (EST)&lt;br /&gt;
: It sounds like you did not install the latest &amp;quot;gtk runtime environment&amp;quot; [[User:Bartavelle|Bartavelle]] 01:34, 20 February 2008 (EST)&lt;br /&gt;
:: I did. D= Several times.--[[User:Demosthenes|Demosthenes]] 19:24, 20 February 2008 (EST)&lt;br /&gt;
::: Then I have no clue :( [[User:Bartavelle|Bartavelle]] 01:46, 21 February 2008 (EST)&lt;br /&gt;
::: When I run it with the command line, it gives this. http://img301.imageshack.us/img301/5550/errorao1.jpg --[[User:Demosthenes|Demosthenes]] 21:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 0x4000 ==&lt;br /&gt;
&lt;br /&gt;
0x4000 is nauseous. [[User:Nate879|Nate879]] 19:10, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Better give it some Compazine, then.  *rimshot*--[[User:Maximus|Maximus]] 23:21, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How exactly do I run this?==&lt;br /&gt;
What do I run here? The .glade file? Because if I open that, it gets me a tiny window with 2 things I can choose, skilledit and creatureedit. If I choose them, they are completely blank. I've tried cmd.exe but I get the same thing. --[[User:Penguinofhonor|Penguinofhonor]] 21:23, 21 January 2008 (EST)&lt;br /&gt;
: you should run dfcomapnion_prototype.py, as stated in the main page!&lt;br /&gt;
:: Hey, he added that because of this question, okay? --[[User:Penguinofhonor|Penguinofhonor]] 17:48, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unable to run on win2000===&lt;br /&gt;
I'm still using win2000, and I'm unable to run the program, it gives an error requesting the instruction GetProcessImageFileNameA, which is only available on XP and Server2003.&lt;br /&gt;
: Ok i'm gonna try to find an alternative ASAP [[User:Bartavelle|Bartavelle]] 07:35, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tracebacks for version .7==&lt;br /&gt;
&lt;br /&gt;
F:\Python25\GTK&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
version v0.27.169.88a, pid 3676, player 0&lt;br /&gt;
0 words loaded&lt;br /&gt;
Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 390, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfcompanion_prototype.py&amp;quot;, line 336, in __init__&lt;br /&gt;
    self.dd = dwarfdbg()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 92, in __init__&lt;br /&gt;
    self.getWords()&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 208, in getWords&lt;br /&gt;
    lptr = self.getLong(vec2[1]+race*4)&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dwarfdbg.py&amp;quot;, line 104, in getLong&lt;br /&gt;
    return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
  File &amp;quot;F:\Python25\GTK\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory&lt;br /&gt;
 request was completed.&lt;br /&gt;
&lt;br /&gt;
:you must load your game [[User:Bartavelle|Bartavelle]] 10:45, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Terrain Replication==&lt;br /&gt;
You stated on the forums that you would/could make a script that would allow a person to copy the information from a tile and replicate it elsewhere, and then in Nist Akath, Captain Mayday claimed that he used said script. Where is this? It's useful-sounding. --[[User:Penguinofhonor|Penguinofhonor]] 19:45, 10 February 2008 (EST)&lt;br /&gt;
: Try the secret link [http://bartabox.banquise.net/df/companion-0.8-any.zip here], but i will replace this file as soon as I &amp;quot;officially&amp;quot; release it. [[User:Bartavelle|Bartavelle]] 01:49, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Won't Run ==&lt;br /&gt;
Just recently had a little... accident at my fortress and I wanted to rectify it, since it was just a result of my own stupidity. Squashed some poor bastard with a drawbridge. Unfortunately trying to run Companion results in this:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5740, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;C:\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 480, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\companion\dwarfdbg.py&amp;quot;, line 154, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 212&lt;br /&gt;
[[User:Lightning4|Lightning4]] 19:23, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Update: I've tested again with the new version, as well as tried another fortress. The initial fortress I tried it on still fails to run with the same error. However, another, older fortress works just fine.[[User:Lightning4|Lightning4]] 14:04, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Issue resolved. A fix was provided for this error at the bottom of the page. [[User:Lightning4|Lightning4]] 13:10, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 176.38a not work ==&lt;br /&gt;
D:\games\1non company made\dwarf\utility\companion 0.10&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 5352, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 446, in fresh getCreature&lt;br /&gt;
      slist = self.getSkills(c)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 328, in getSkills&lt;br /&gt;
      skptr = self.getLong(skillptr)&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dwarfdbg.py&amp;quot;, line 125, in getLong&lt;br /&gt;
      return struct.unpack(&amp;quot;L&amp;quot;, self.dbg.read(ptr, 4))[0]&lt;br /&gt;
    File &amp;quot;D:\games\1non company made\dwarf\utility\companion 0.10\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
      raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
Yes I am in dwarf fortunse mode and I have vista and I in new fortuness that generated on new map. [[User:Omagaalpha|Omagaalpha]] 12:14, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b not running ==&lt;br /&gt;
&lt;br /&gt;
Using version 0.9-any with Python 2.5 and all modules installed. Works fine in 176.38a, as shown:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 2828, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
&lt;br /&gt;
When trying to run in 176.38b I get:&lt;br /&gt;
&lt;br /&gt;
  C:\Spill\Dwarf Fortress\companion&amp;gt;dfcompanion_prototype.py&lt;br /&gt;
  version generic version, pid 544, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 814, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 446, in getCreature&lt;br /&gt;
    bpname = self.getBodyPart(c, i)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 322, in getBodyPart&lt;br /&gt;
    bpv = self.getVec(c.bpNames)&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 119, in getVec&lt;br /&gt;
    return struct.unpack(&amp;quot;LLLL&amp;quot;, self.dbg.read(ptr, 16))&lt;br /&gt;
  File &amp;quot;C:\Spill\Dwarf Fortress\companion\dfwin32.py&amp;quot;, line 81, in read&lt;br /&gt;
    raise WinError()&lt;br /&gt;
  WindowsError: [Error 299] Only part of a ReadProcessMemory or WriteProcessMemory request was completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another problem from someone else:&lt;br /&gt;
&lt;br /&gt;
Err, nevermind; was using 0.8 version of companion; my bad.  I get the same as above with 0.9.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 23:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version 0.10-any ==&lt;br /&gt;
&lt;br /&gt;
Companion 0.10-any works with 176.38c for me. However, I had to copy the &amp;quot;pygtk&amp;quot; subdirectory of an older version (0.8-python25) into the 0.10 installation and run dfcompanion_prototype.py from the command line. Just the thing to cope with those ambushes (they're a bit overpowered, don't you think?) Zombie frogmen! MUHAHAHAHAHA!!! [[User:RP|RP]] 07:32, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 176.38b stopped working ==&lt;br /&gt;
&lt;br /&gt;
The companion used to work for me in 176.38b but at some point it stopped working (after a few goblin ambushes).  Here's what it does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
      col = self.getCreature(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
      c.events = self.getEvents(c)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
      events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 214&lt;br /&gt;
&lt;br /&gt;
I don't know much about the internal structure of the companion, but couldn't you use eventName.get(p, &amp;quot;Unknown&amp;quot;) as a failsafe to stop these from happening?  That way new events wouldn't break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:26, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, I just made this modification and another error popped up immediately after:&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 2732, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
      DFcmp = DFcompanion()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
      self.initList()&lt;br /&gt;
    File &amp;quot;dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
      list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
    File &amp;quot;C:\Documents and Settings\Yourself\Desktop\Dwarf Fortress\companion\dwarfdbg.py&amp;quot;, line 837, in getCreatures&lt;br /&gt;
      self.eventList[ event[0] ][1] += 50/event[2]&lt;br /&gt;
  IndexError: list index out of range&lt;br /&gt;
&lt;br /&gt;
I managed to make the error go away, but it's a total hack, since I don't know the structure of companion.&lt;br /&gt;
&lt;br /&gt;
I changed lines 820-822, which are:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = range(212)&lt;br /&gt;
      for i in range(212):&lt;br /&gt;
      self.eventList[i] = [i,0,[],eventName[i]]&lt;br /&gt;
&lt;br /&gt;
Into this:&lt;br /&gt;
&lt;br /&gt;
  self.eventList = [[i,0,[],eventName.get(i, &amp;quot;??&amp;quot;)]&lt;br /&gt;
                    for i in xrange(215)]&lt;br /&gt;
&lt;br /&gt;
The companion appears to work now for me, but as I said, it's a total hack.&lt;br /&gt;
&lt;br /&gt;
--[[User:Yourself|Yourself]] 13:39, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error ocurring (something with gdk and cairo and a .dll) ==&lt;br /&gt;
&lt;br /&gt;
After installing python (2.5.2 - also tried 2.5.1 and 2.4.something) the gdk runtime environment (2.8.20) &amp;lt;br /&amp;gt;&lt;br /&gt;
and those 3 packets (pygobject-2.12.3-1; pycairo-1.2.6-1; pygtk-2.10.6-1 - these 3 arent necessary for the reproduktion fo the error)&lt;br /&gt;
&lt;br /&gt;
starting the &amp;quot;dfcompanion_prototype.py&amp;quot; from the any or the py2.5 package returns the following error:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Der Prozedureinsprungpunkt &amp;quot;gdk_cairo_set_source_pixmap&amp;quot; wurde in der DLL &amp;quot;libgdk-win32-2.0-0.dll&amp;quot; nicht gefunden&amp;quot;&lt;br /&gt;
read:&amp;quot;could't find the routine entry point [...] in the dll[...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
downloading a .dll from the net changes the error slightly,&lt;br /&gt;
now &amp;quot;gdk_cairo_create&amp;quot; is missing instead of &amp;quot;gdk_cairo_set_source_pixmap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-since i've absolutely no clue what he actually wants, i hope someone can solute this X_x&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
:Valdemar put up a link to a exe version of companion on the forums for those of us who don't have the patience to fiddle around with python. It's in the DF companion thread near the end. [[User:VengefulDonut|VengefulDonut]] 18:02, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the exact same problem as the one above me...&lt;br /&gt;
--[[User:AtomicTroop|AtomicTroop]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As do I! And I'm dying to make a legendary miner/mason/brewer/grower/weaponsmith/armorsmith/swordsdwarf/seige engineer/seige operator. Honestly, that would be awesome.&lt;br /&gt;
&lt;br /&gt;
And in case your computer speaks in English, the error is this:&lt;br /&gt;
&lt;br /&gt;
The procedure entry point gdk_cairo_set_source_pixmap could not be located in the dynamic link library libgdk-win32-2.0-0.dll.&lt;br /&gt;
&lt;br /&gt;
So, if you could could please explain how we can fix this, that would be great because your program looks awesome.--[[User:Smoking Gnu|Smoking Gnu]] 00:59, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem is the link telling you to download GTK is broken, it has you download version 2.8.20 when you need 2.10.11. Go here: http://sourceforge.net/project/showfiles.php?group_id=98754&amp;amp;package_id=121281 and get the right version. --[[User:xzzy|xzzy]]&lt;br /&gt;
&lt;br /&gt;
== Import Error: No module named ctypes - 0.8 and 1.0  ==&lt;br /&gt;
&lt;br /&gt;
Err, just tried upgrading to the newer version of companion, and can't get it to work. I'm using the latest version of DF (incompatable?). Doesn't look like a DF problem though. I installed all of the modules, I think I'm using python version 2.4. I'll be on IRC in #bay12games if you want to try get hold of me... --[[User:Markavian|Markavian]]&lt;br /&gt;
:You must have the 2.5 version. ctypes is a module that is only in Python 2.5. You should either upgrade Python to 2.5 or download the [http://bartabox.banquise.net/df/companion-0.10-any.zip -any version]. (0.10 works fine for me in the latest DF version and I have 2.4 too)--[[User:Valdemar|Valdemar]] 20:39, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Fails to load (inexplicably) 0.10 ==&lt;br /&gt;
I've been able to run DwarfCompanion just fine for a week or so now.  However, starting tonight with a fort that has been able to be modified before, I now get this as the error that displays-&lt;br /&gt;
&lt;br /&gt;
  version generic version, pid 1960, player a6&lt;br /&gt;
  2103 words loaded&lt;br /&gt;
  race 0 loaded&lt;br /&gt;
  race 1 loaded&lt;br /&gt;
  race 2 loaded&lt;br /&gt;
  race 3 loaded&lt;br /&gt;
  Traceback (most recent call last):&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 402, in &amp;lt;module&amp;gt;&lt;br /&gt;
    DFcmp = DFcompanion()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 396, in __init__&lt;br /&gt;
    self.initList()&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dfcompanion_prototype.py&amp;quot;, line 123, in initList&lt;br /&gt;
    list = self.dd.getCreatures(self.showmode,dead=self.showdead)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 835, in getCreatures&lt;br /&gt;
    col = self.getCreature(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 502, in getCreature&lt;br /&gt;
    c.events = self.getEvents(c)&lt;br /&gt;
  File &amp;quot;C:\DF Utils\companion-0.10-any\companion\dwarfdbg.py&amp;quot;, line 170, in getEvents&lt;br /&gt;
    events.append( [p, eventName[p], id] )&lt;br /&gt;
  KeyError: 213&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an error due to lack of sanity checking on the events list.  Put this in instead of events.append( [p, eventName[p], id] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        try:&lt;br /&gt;
                                events.append( [p, eventName[p], id] )&lt;br /&gt;
                        except KeyError:&lt;br /&gt;
                                print &amp;quot;No such event %s known&amp;quot; % p&lt;br /&gt;
&lt;br /&gt;
[[User:Qmarx|Qmarx]] 20:36, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Bingo. This fixed my problem as well. Thanks! [[User:Lightning4|Lightning4]] 13:09, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== Error -- entry point g_timeout_add_seconds_full ==&lt;br /&gt;
&lt;br /&gt;
The procedure entry point g_timeout_add_seconds_full could not be located in the dynamic link library libglib-2.0-0.dll&lt;br /&gt;
&lt;br /&gt;
I installed these modules&lt;br /&gt;
&lt;br /&gt;
    *  Python (works with any version, 2.5 is prefered)&lt;br /&gt;
    *  &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
    * For python 2.5 users, just grab the utility at this place.&lt;br /&gt;
    * Install the three modules from this page (PyCairo, PyGObject, PyGTK) &lt;br /&gt;
&lt;br /&gt;
After trying to run it I received that erro.&lt;br /&gt;
&lt;br /&gt;
I also tried companion-0.11-any.zip and it didn't work.&lt;br /&gt;
&lt;br /&gt;
Edit: I uninstalled all the components and reinstalled with that all-in-one python installer and it works now.--[[User:Richards|Richards]] 15:46, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding Additional Ingredients to Artifacts ==&lt;br /&gt;
A nifty little trick.  You have to micromanage a little, though.  Anyway, as soon as your moody dwarf has claimed a workshop, hopefully he'll leave to grab the first item.  As soon as he starts walking to get it, fire up companion and change the first required object.  The moody dwarf will complete the fetching duty for the original first item, then go to get the new first item.  Repeat until you have enough items stored in the workshop for your satisfaction, then let your poor moody dwarf finally collect everything he needs.  All of the collected items will be used as artifact components.[[User:QMarx|QMarx]] 10:24, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Feature request: custom wounds==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could directly edit the wound levels of creatures, instead of being forced to either heal them entirely or make them bleed to death.  Someone with a mangled leg could, for instance, be manually healed to a broken leg; this would allow us &amp;quot;strict&amp;quot; players to have mangled dwarves heal, until Toady corrects the &amp;quot;phantom pains&amp;quot; issue and allows mangled injuries to heal over to permanent debilitations. --[[User:JT|JT]] 18:22, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Command Line? ==&lt;br /&gt;
&lt;br /&gt;
I have everything installed (2.5 and then the runtime) but Dwarf Companion crashes on me. How do I run it from a command line so I can see the errors? I'm on Media Center/XP.&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38183</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38183"/>
		<updated>2008-05-24T01:06:24Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick Seed===&lt;br /&gt;
&lt;br /&gt;
Seed: 20&amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 257x257&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519&lt;br /&gt;
&lt;br /&gt;
Dimensions: 257x257&lt;br /&gt;
&lt;br /&gt;
OS: Vista (might work on other OS)&lt;br /&gt;
&lt;br /&gt;
[[Image:Islandthingernosiegeyay.png]]&lt;br /&gt;
&lt;br /&gt;
A mini-island formed by several rivers and a lake (You can't see it on the embark screen, but I assure you, it is there). Completely unsiegeable nine months of the year, while still allowing access to Human/Elf traders. You may have to wall off the edges to stay safe in Winter, but on the plus side the Goblins will fall into the lake in the spring.&lt;br /&gt;
&lt;br /&gt;
Aside from that, there's not much else here.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes.&lt;br /&gt;
* '''Sand''': Directly under the lake is some black sand. Try to dig on the highest layer possible to avoid the aquifer.&lt;br /&gt;
* '''Aquifer''': Yes, but for some odd reason there's stone directly above it, and there's usually a stone cluster you can dig through.&lt;br /&gt;
* '''Soil''': Yes, but on the far side of the lake, so it may be easier just to flood some rock if you want a farm.&lt;br /&gt;
* '''Iron''': Haven't seen any, nor have I used reveal to check, but there's lots of Sedimentary rock, so there's a good chance of it.&lt;br /&gt;
* '''Metals''': I've seen a vein of Zinc and some Copper, but again, I haven't Revealed to check the full potential.&lt;br /&gt;
* '''Fuel''': Plenty of trees, and I think there was a vein of coal somewhere.&lt;br /&gt;
* '''Bauxite''': A big cluster on the island. While there's no magma here, you can use this to breach the aquifer.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&lt;br /&gt;
Oh, and there's a lot of rejects. I can't remember how many, it was at least a hundred, maybe two hundred, but most of them are fast rejects. --[[User:Untelligent|Untelligent]] 22:20, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xomlox, The Realm of Typhoons ===&lt;br /&gt;
&lt;br /&gt;
This is a 4x6 location with basically every major resource. Ground is from level 147 to 152. Cliffs are no taller than 2, surroundings are wilderness and temperature is warm.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need an underground lake, you can trim it to 4x5 by taking off the top north side and still get everything else.&lt;br /&gt;
[[Image:Realm of typhoons location.png]]&lt;br /&gt;
* '''Seed''': 3593291792 It has only 1 reject.&lt;br /&gt;
* '''Adamantine''': In the middle east side.&lt;br /&gt;
* '''Magma''': Pipe in the south side from bottom to level 144, not seen from surface.&lt;br /&gt;
* '''River''': Runs from the northeast to the south side.&lt;br /&gt;
* '''Underground lake''': In the north, not seen from surface.&lt;br /&gt;
* '''Chasm''': Yes in the west, not seen from surface.&lt;br /&gt;
* '''Cave''': Named cave called Elbowgloom with an ettin and some giant moles in the west, south of chasm.&lt;br /&gt;
* '''Trees''': More than you'll ever need.&lt;br /&gt;
* '''Sand''': Yes, yellow and black in the northwest.&lt;br /&gt;
* '''Soil''': Yes.&lt;br /&gt;
* '''Iron''': Hematite veins in obsidian.&lt;br /&gt;
* '''Metals''': Ore for every metal except zinc present.&lt;br /&gt;
* '''Flux''': Lots of marble (few levels below sand).&lt;br /&gt;
* '''Fuel''': None, but there are enough trees.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': You can dig an entire fortress in it.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[User:DFD|DFD]] 09:09, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xestsu, The Realm of Enchantments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image: SmataXestsu.jpg]]&lt;br /&gt;
&lt;br /&gt;
This 3x6 location has almost all features the game has to offer.  Here we have magma, a river, a cave river, an underground lake, iron, flux, sand, adamantine, a chasm, and an optional cave.  Cliffs range from 1 to 3. The Temperature is Scorching, the Trees are Woodland, Other Vegetation is Moderate, and the Surroundings are either Calm or Sinister.  If you want a cave with a minotaur you can expand the area two tiles north to make a 5x6 location.  Likewise, if you don't need the underground lake or cave river you can reduce the area by two tiles to the south to make a 2x6 location.&lt;br /&gt;
* '''Seed''': 1321093328 with 3 rejects.&lt;br /&gt;
* '''Adamantine''': In the top left side.&lt;br /&gt;
* '''Magma''': Pipe on the far right on levels 140 to 144 (not seen from surface).&lt;br /&gt;
* '''River''': Runs along left side.&lt;br /&gt;
* '''Underground lake''': On the bottom side of the map.&lt;br /&gt;
* '''Chasm''': On the left, south of the Pits.&lt;br /&gt;
* '''Cave''': (Optional) On the top of the map.  Its name is Osmatgened Aloakon, &amp;quot;Heartdepth the Harmonious Shadows&amp;quot;.&lt;br /&gt;
* '''Trees''': Enough to support full scale steel operation.&lt;br /&gt;
* '''Sand''': Plenty, its the black kind.&lt;br /&gt;
* '''Soil''': A bit in the bottom right of the map.&lt;br /&gt;
* '''Iron''': A great amount scattered around in Hematite veins.&lt;br /&gt;
* '''Metals''': Lots of Copper (Native, Malachite, and Tetrahedrite), Lots of Silver (Native, and Tetrahedrite, Galena), Lots of Gold, some Aluminum, some Lead (Galena), some Tin (Cassiterite), no Bismuth, no Nickel, no Platinum, and no Zinc .&lt;br /&gt;
* '''Flux''': Enourmous amount of Marble.&lt;br /&gt;
* '''Fuel''': None.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': Just what is around the magma.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Sartoris]] 6 March 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adelaanenu, The Wondrous Planet ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Adelaanenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very dangerous site; 2x5 area so it should run well... especially if you kill all the creatures.&lt;br /&gt;
&lt;br /&gt;
This is the smallest I've been able to get a site in the new version while maintaining all the features that I look for: magma, pits, cave river, bauxite, fuel, iron and flux. The only thing missing that I like to have is sand, but the rest of it makes up for it.&lt;br /&gt;
&lt;br /&gt;
Note that this map is on a TERRIFYING biome, and it has a group of cave creatures living near the chasm in the south that will make short work of your dwarves if you let them. Your dwarves may spawn next to these cave creatures, so this site is not recommended for beginning players.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 3988471772 with 67 rejects.&lt;br /&gt;
* '''Adamantine''': In the southwest corner.&lt;br /&gt;
* '''Magma pipe''': Northwest corner; surface of pool is below ground in elevation 146, and runs to bottom of map.&lt;br /&gt;
* '''Cave river''': Surface is slightly to west on elevation 148.&lt;br /&gt;
* '''Chasm''': Visible from surface, southeast corner.&lt;br /&gt;
* '''Trees''': North portion of map. Can grow tower caps underground once cave river has been uncovered.&lt;br /&gt;
* '''Soil''': North portion of map.&lt;br /&gt;
* '''Iron''': Large chunks of magnetite in layer 146, and another big chunk below in layer 142, large veins of hematite in several layers.&lt;br /&gt;
* '''Metals''': LARGE Platinum vein through magnetite on layer 146 and other small deposits, Copper (Native and Tetrahedrite), Silver (Galena), Gold, Aluminum, Lead (Galena), no Tin, no Bismuth, no Nickel, and no Zinc .&lt;br /&gt;
* '''Flux''': Seven layers of chalk in northern part of map.&lt;br /&gt;
* '''Fuel''': Elevation 140, west of magma pipe (from very west edge of map to very north edge of map).&lt;br /&gt;
* '''Bauxite''': 142 and 145, right and left sides of magma pipe.&lt;br /&gt;
* '''Obsidian''': Around magma pipe.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Bharani]] March 7 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Everlasting Dimensions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:1868528756.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty full-packed location. It has Adamantine, a magma vent and pool, a cave river and lake with dozens of critters within, a chasm, a complex cave system, which is 10 z-levels deep (packed full of critters and inhabited by a Dragon), marble for flux, hematite for iron (accessible from the surface), sand and some sparse trees.&lt;br /&gt;
&lt;br /&gt;
If you don't need the magma vent and don't need as many chasm tiles, you can get away with a 4x3 map. The world should be pretty fast to generate...has only a few rejects, IIRC.&lt;br /&gt;
&lt;br /&gt;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38182</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38182"/>
		<updated>2008-05-24T01:02:56Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick Seed===&lt;br /&gt;
&lt;br /&gt;
Seed: 20&amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 257x257&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519&lt;br /&gt;
&lt;br /&gt;
Dimensions: 257x257&lt;br /&gt;
&lt;br /&gt;
OS: Vista (might work on other OS)&lt;br /&gt;
&lt;br /&gt;
[[Image:Islandthingernosiegeyay.png]]&lt;br /&gt;
&lt;br /&gt;
A mini-island formed by several rivers and a lake (You can't see it on the embark screen, but I assure you, it is there). Completely unsiegeable nine months of the year, while still allowing access to Human/Elf traders. You may have to wall off the edges to stay safe in Winter, but on the plus side the Goblins will fall into the lake in the spring.&lt;br /&gt;
&lt;br /&gt;
Aside from that, there's not much else here.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes.&lt;br /&gt;
* '''Sand''': Directly under the lake is some black sand. Try to dig on the highest layer possible to avoid the aquifer.&lt;br /&gt;
* '''Aquifer''': Yes, but for some odd reason there's stone directly above it, and there's usually a stone cluster you can dig through.&lt;br /&gt;
* '''Soil''': Yes, but on the far side of the lake, so it may be easier just to flood some rock if you want a farm.&lt;br /&gt;
* '''Iron''': Haven't seen any, nor have I used reveal to check, but there's lots of Sedimentary rock, so there's a good chance of it.&lt;br /&gt;
* '''Metals''': I've seen a vein of Zinc and some Copper, but again, I haven't Revealed to check the full potential.&lt;br /&gt;
* '''Fuel''': Plenty of trees, and I think there was a vein of coal somewhere.&lt;br /&gt;
* '''Bauxite''': A big cluster on the island. While there's no magma here, you can use this to breach the aquifer.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&lt;br /&gt;
Oh, and there's a lot of rejects. I can't remember how many, it was at least a hundred, maybe two hundred, but most of them are fast rejects. --[[User:Untelligent|Untelligent]] 22:20, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xomlox, The Realm of Typhoons ===&lt;br /&gt;
&lt;br /&gt;
This is a 4x6 location with basically every major resource. Ground is from level 147 to 152. Cliffs are no taller than 2, surroundings are wilderness and temperature is warm.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need an underground lake, you can trim it to 4x5 by taking off the top north side and still get everything else.&lt;br /&gt;
[[Image:Realm of typhoons location.png]]&lt;br /&gt;
* '''Seed''': 3593291792 It has only 1 reject.&lt;br /&gt;
* '''Adamantine''': In the middle east side.&lt;br /&gt;
* '''Magma''': Pipe in the south side from bottom to level 144, not seen from surface.&lt;br /&gt;
* '''River''': Runs from the northeast to the south side.&lt;br /&gt;
* '''Underground lake''': In the north, not seen from surface.&lt;br /&gt;
* '''Chasm''': Yes in the west, not seen from surface.&lt;br /&gt;
* '''Cave''': Named cave called Elbowgloom with an ettin and some giant moles in the west, south of chasm.&lt;br /&gt;
* '''Trees''': More than you'll ever need.&lt;br /&gt;
* '''Sand''': Yes, yellow and black in the northwest.&lt;br /&gt;
* '''Soil''': Yes.&lt;br /&gt;
* '''Iron''': Hematite veins in obsidian.&lt;br /&gt;
* '''Metals''': Ore for every metal except zinc present.&lt;br /&gt;
* '''Flux''': Lots of marble (few levels below sand).&lt;br /&gt;
* '''Fuel''': None, but there are enough trees.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': You can dig an entire fortress in it.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[User:DFD|DFD]] 09:09, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xestsu, The Realm of Enchantments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image: SmataXestsu.jpg]]&lt;br /&gt;
&lt;br /&gt;
This 3x6 location has almost all features the game has to offer.  Here we have magma, a river, a cave river, an underground lake, iron, flux, sand, adamantine, a chasm, and an optional cave.  Cliffs range from 1 to 3. The Temperature is Scorching, the Trees are Woodland, Other Vegetation is Moderate, and the Surroundings are either Calm or Sinister.  If you want a cave with a minotaur you can expand the area two tiles north to make a 5x6 location.  Likewise, if you don't need the underground lake or cave river you can reduce the area by two tiles to the south to make a 2x6 location.&lt;br /&gt;
* '''Seed''': 1321093328 with 3 rejects.&lt;br /&gt;
* '''Adamantine''': In the top left side.&lt;br /&gt;
* '''Magma''': Pipe on the far right on levels 140 to 144 (not seen from surface).&lt;br /&gt;
* '''River''': Runs along left side.&lt;br /&gt;
* '''Underground lake''': On the bottom side of the map.&lt;br /&gt;
* '''Chasm''': On the left, south of the Pits.&lt;br /&gt;
* '''Cave''': (Optional) On the top of the map.  Its name is Osmatgened Aloakon, &amp;quot;Heartdepth the Harmonious Shadows&amp;quot;.&lt;br /&gt;
* '''Trees''': Enough to support full scale steel operation.&lt;br /&gt;
* '''Sand''': Plenty, its the black kind.&lt;br /&gt;
* '''Soil''': A bit in the bottom right of the map.&lt;br /&gt;
* '''Iron''': A great amount scattered around in Hematite veins.&lt;br /&gt;
* '''Metals''': Lots of Copper (Native, Malachite, and Tetrahedrite), Lots of Silver (Native, and Tetrahedrite, Galena), Lots of Gold, some Aluminum, some Lead (Galena), some Tin (Cassiterite), no Bismuth, no Nickel, no Platinum, and no Zinc .&lt;br /&gt;
* '''Flux''': Enourmous amount of Marble.&lt;br /&gt;
* '''Fuel''': None.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': Just what is around the magma.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Sartoris]] 6 March 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adelaanenu, The Wondrous Planet ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Adelaanenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very dangerous site; 2x5 area so it should run well... especially if you kill all the creatures.&lt;br /&gt;
&lt;br /&gt;
This is the smallest I've been able to get a site in the new version while maintaining all the features that I look for: magma, pits, cave river, bauxite, fuel, iron and flux. The only thing missing that I like to have is sand, but the rest of it makes up for it.&lt;br /&gt;
&lt;br /&gt;
Note that this map is on a TERRIFYING biome, and it has a group of cave creatures living near the chasm in the south that will make short work of your dwarves if you let them. Your dwarves may spawn next to these cave creatures, so this site is not recommended for beginning players.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 3988471772 with 67 rejects.&lt;br /&gt;
* '''Adamantine''': In the southwest corner.&lt;br /&gt;
* '''Magma pipe''': Northwest corner; surface of pool is below ground in elevation 146, and runs to bottom of map.&lt;br /&gt;
* '''Cave river''': Surface is slightly to west on elevation 148.&lt;br /&gt;
* '''Chasm''': Visible from surface, southeast corner.&lt;br /&gt;
* '''Trees''': North portion of map. Can grow tower caps underground once cave river has been uncovered.&lt;br /&gt;
* '''Soil''': North portion of map.&lt;br /&gt;
* '''Iron''': Large chunks of magnetite in layer 146, and another big chunk below in layer 142, large veins of hematite in several layers.&lt;br /&gt;
* '''Metals''': LARGE Platinum vein through magnetite on layer 146 and other small deposits, Copper (Native and Tetrahedrite), Silver (Galena), Gold, Aluminum, Lead (Galena), no Tin, no Bismuth, no Nickel, and no Zinc .&lt;br /&gt;
* '''Flux''': Seven layers of chalk in northern part of map.&lt;br /&gt;
* '''Fuel''': Elevation 140, west of magma pipe (from very west edge of map to very north edge of map).&lt;br /&gt;
* '''Bauxite''': 142 and 145, right and left sides of magma pipe.&lt;br /&gt;
* '''Obsidian''': Around magma pipe.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Bharani]] March 7 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Everlasting Dimensions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:1868528756.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty full-packed location. It has Adamantine, a magma vent and pool, a cave river and lake with dozens of critters within, a chasm, a complex cave system, which is 10 z-levels deep (packed full of critters and inhabited by a Dragon), marble for flux, hematite for iron (accessible from the surface), sand and some sparse trees.&lt;br /&gt;
&lt;br /&gt;
If you don't need the magma vent and don't need as many chasm tiles, you can get away with a 4x3 map. The world should be pretty fast to generate...has only a few rejects, IIRC.&lt;br /&gt;
&lt;br /&gt;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===The Infinite Realm===&lt;br /&gt;
&lt;br /&gt;
Seed: 3.141592653&lt;br /&gt;
Dimension: Standard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages: There are haunted mountain ranges on this map, as well as sinister glaciers. There is even (if you use Reveal) a sinister glacier bordering a tundra with loam; which lets you easily grow things right from the start. Better yet, the particular glacier has a magma vent underneath it!&lt;br /&gt;
&lt;br /&gt;
More specifically - in the bottom right right quarter of this map is haunted/terrifying mountain, while in the northwest corner is a sinister glacier; with the use of Reveal one can find a glacier area with on the right side of it with sand (for planting) - as well as an underground magma vent, which is very handy for those whom prefer dominions which let them build things out of ice.&lt;br /&gt;
&lt;br /&gt;
Best of all, you can be a true geek by playing this random seed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38181</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38181"/>
		<updated>2008-05-24T01:01:31Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick Seed===&lt;br /&gt;
&lt;br /&gt;
Seed: 20&amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 257x257&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519&lt;br /&gt;
&lt;br /&gt;
Dimensions: 257x257&lt;br /&gt;
&lt;br /&gt;
OS: Vista (might work on other OS)&lt;br /&gt;
&lt;br /&gt;
[[Image:Islandthingernosiegeyay.png]]&lt;br /&gt;
&lt;br /&gt;
A mini-island formed by several rivers and a lake (You can't see it on the embark screen, but I assure you, it is there). Completely unsiegeable nine months of the year, while still allowing access to Human/Elf traders. You may have to wall off the edges to stay safe in Winter, but on the plus side the Goblins will fall into the lake in the spring.&lt;br /&gt;
&lt;br /&gt;
Aside from that, there's not much else here.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes.&lt;br /&gt;
* '''Sand''': Directly under the lake is some black sand. Try to dig on the highest layer possible to avoid the aquifer.&lt;br /&gt;
* '''Aquifer''': Yes, but for some odd reason there's stone directly above it, and there's usually a stone cluster you can dig through.&lt;br /&gt;
* '''Soil''': Yes, but on the far side of the lake, so it may be easier just to flood some rock if you want a farm.&lt;br /&gt;
* '''Iron''': Haven't seen any, nor have I used reveal to check, but there's lots of Sedimentary rock, so there's a good chance of it.&lt;br /&gt;
* '''Metals''': I've seen a vein of Zinc and some Copper, but again, I haven't Revealed to check the full potential.&lt;br /&gt;
* '''Fuel''': Plenty of trees, and I think there was a vein of coal somewhere.&lt;br /&gt;
* '''Bauxite''': A big cluster on the island. While there's no magma here, you can use this to breach the aquifer.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&lt;br /&gt;
Oh, and there's a lot of rejects. I can't remember how many, it was at least a hundred, maybe two hundred, but most of them are fast rejects. --[[User:Untelligent|Untelligent]] 22:20, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xomlox, The Realm of Typhoons ===&lt;br /&gt;
&lt;br /&gt;
This is a 4x6 location with basically every major resource. Ground is from level 147 to 152. Cliffs are no taller than 2, surroundings are wilderness and temperature is warm.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need an underground lake, you can trim it to 4x5 by taking off the top north side and still get everything else.&lt;br /&gt;
[[Image:Realm of typhoons location.png]]&lt;br /&gt;
* '''Seed''': 3593291792 It has only 1 reject.&lt;br /&gt;
* '''Adamantine''': In the middle east side.&lt;br /&gt;
* '''Magma''': Pipe in the south side from bottom to level 144, not seen from surface.&lt;br /&gt;
* '''River''': Runs from the northeast to the south side.&lt;br /&gt;
* '''Underground lake''': In the north, not seen from surface.&lt;br /&gt;
* '''Chasm''': Yes in the west, not seen from surface.&lt;br /&gt;
* '''Cave''': Named cave called Elbowgloom with an ettin and some giant moles in the west, south of chasm.&lt;br /&gt;
* '''Trees''': More than you'll ever need.&lt;br /&gt;
* '''Sand''': Yes, yellow and black in the northwest.&lt;br /&gt;
* '''Soil''': Yes.&lt;br /&gt;
* '''Iron''': Hematite veins in obsidian.&lt;br /&gt;
* '''Metals''': Ore for every metal except zinc present.&lt;br /&gt;
* '''Flux''': Lots of marble (few levels below sand).&lt;br /&gt;
* '''Fuel''': None, but there are enough trees.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': You can dig an entire fortress in it.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[User:DFD|DFD]] 09:09, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xestsu, The Realm of Enchantments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image: SmataXestsu.jpg]]&lt;br /&gt;
&lt;br /&gt;
This 3x6 location has almost all features the game has to offer.  Here we have magma, a river, a cave river, an underground lake, iron, flux, sand, adamantine, a chasm, and an optional cave.  Cliffs range from 1 to 3. The Temperature is Scorching, the Trees are Woodland, Other Vegetation is Moderate, and the Surroundings are either Calm or Sinister.  If you want a cave with a minotaur you can expand the area two tiles north to make a 5x6 location.  Likewise, if you don't need the underground lake or cave river you can reduce the area by two tiles to the south to make a 2x6 location.&lt;br /&gt;
* '''Seed''': 1321093328 with 3 rejects.&lt;br /&gt;
* '''Adamantine''': In the top left side.&lt;br /&gt;
* '''Magma''': Pipe on the far right on levels 140 to 144 (not seen from surface).&lt;br /&gt;
* '''River''': Runs along left side.&lt;br /&gt;
* '''Underground lake''': On the bottom side of the map.&lt;br /&gt;
* '''Chasm''': On the left, south of the Pits.&lt;br /&gt;
* '''Cave''': (Optional) On the top of the map.  Its name is Osmatgened Aloakon, &amp;quot;Heartdepth the Harmonious Shadows&amp;quot;.&lt;br /&gt;
* '''Trees''': Enough to support full scale steel operation.&lt;br /&gt;
* '''Sand''': Plenty, its the black kind.&lt;br /&gt;
* '''Soil''': A bit in the bottom right of the map.&lt;br /&gt;
* '''Iron''': A great amount scattered around in Hematite veins.&lt;br /&gt;
* '''Metals''': Lots of Copper (Native, Malachite, and Tetrahedrite), Lots of Silver (Native, and Tetrahedrite, Galena), Lots of Gold, some Aluminum, some Lead (Galena), some Tin (Cassiterite), no Bismuth, no Nickel, no Platinum, and no Zinc .&lt;br /&gt;
* '''Flux''': Enourmous amount of Marble.&lt;br /&gt;
* '''Fuel''': None.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': Just what is around the magma.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Sartoris]] 6 March 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adelaanenu, The Wondrous Planet ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Adelaanenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very dangerous site; 2x5 area so it should run well... especially if you kill all the creatures.&lt;br /&gt;
&lt;br /&gt;
This is the smallest I've been able to get a site in the new version while maintaining all the features that I look for: magma, pits, cave river, bauxite, fuel, iron and flux. The only thing missing that I like to have is sand, but the rest of it makes up for it.&lt;br /&gt;
&lt;br /&gt;
Note that this map is on a TERRIFYING biome, and it has a group of cave creatures living near the chasm in the south that will make short work of your dwarves if you let them. Your dwarves may spawn next to these cave creatures, so this site is not recommended for beginning players.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 3988471772 with 67 rejects.&lt;br /&gt;
* '''Adamantine''': In the southwest corner.&lt;br /&gt;
* '''Magma pipe''': Northwest corner; surface of pool is below ground in elevation 146, and runs to bottom of map.&lt;br /&gt;
* '''Cave river''': Surface is slightly to west on elevation 148.&lt;br /&gt;
* '''Chasm''': Visible from surface, southeast corner.&lt;br /&gt;
* '''Trees''': North portion of map. Can grow tower caps underground once cave river has been uncovered.&lt;br /&gt;
* '''Soil''': North portion of map.&lt;br /&gt;
* '''Iron''': Large chunks of magnetite in layer 146, and another big chunk below in layer 142, large veins of hematite in several layers.&lt;br /&gt;
* '''Metals''': LARGE Platinum vein through magnetite on layer 146 and other small deposits, Copper (Native and Tetrahedrite), Silver (Galena), Gold, Aluminum, Lead (Galena), no Tin, no Bismuth, no Nickel, and no Zinc .&lt;br /&gt;
* '''Flux''': Seven layers of chalk in northern part of map.&lt;br /&gt;
* '''Fuel''': Elevation 140, west of magma pipe (from very west edge of map to very north edge of map).&lt;br /&gt;
* '''Bauxite''': 142 and 145, right and left sides of magma pipe.&lt;br /&gt;
* '''Obsidian''': Around magma pipe.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Bharani]] March 7 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Everlasting Dimensions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:1868528756.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty full-packed location. It has Adamantine, a magma vent and pool, a cave river and lake with dozens of critters within, a chasm, a complex cave system, which is 10 z-levels deep (packed full of critters and inhabited by a Dragon), marble for flux, hematite for iron (accessible from the surface), sand and some sparse trees.&lt;br /&gt;
&lt;br /&gt;
If you don't need the magma vent and don't need as many chasm tiles, you can get away with a 4x3 map. The world should be pretty fast to generate...has only a few rejects, IIRC.&lt;br /&gt;
&lt;br /&gt;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===The Infinite Realm===&lt;br /&gt;
&lt;br /&gt;
Seed: 3.141592653&lt;br /&gt;
Dimension: Standard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages: There are haunted mountain ranges on this map, as well as sinister glaciers. Theres even (if you use Reveal) a sinister glacier bordering a tundra with loam; which lets you easily grow things right from the start. Better yet, the particular glacier has a magma vent underneath it!&lt;br /&gt;
&lt;br /&gt;
The in the bottom right right quarter of this map is haunted/terrifying mountain, and in the northwest corner is a sinister glacier; with the use of Reveal one can find a glacier area with on the right side of it with sand (for planting) - as well as an underground magma vent, which is very handy for those whom prefer dominions which let them build things out of ice.&lt;br /&gt;
&lt;br /&gt;
Best of all, you can be a true geek by playing this random seed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38180</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38180"/>
		<updated>2008-05-24T01:00:53Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick Seed===&lt;br /&gt;
&lt;br /&gt;
Seed: 20&amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 257x257&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519&lt;br /&gt;
&lt;br /&gt;
Dimensions: 257x257&lt;br /&gt;
&lt;br /&gt;
OS: Vista (might work on other OS)&lt;br /&gt;
&lt;br /&gt;
[[Image:Islandthingernosiegeyay.png]]&lt;br /&gt;
&lt;br /&gt;
A mini-island formed by several rivers and a lake (You can't see it on the embark screen, but I assure you, it is there). Completely unsiegeable nine months of the year, while still allowing access to Human/Elf traders. You may have to wall off the edges to stay safe in Winter, but on the plus side the Goblins will fall into the lake in the spring.&lt;br /&gt;
&lt;br /&gt;
Aside from that, there's not much else here.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes.&lt;br /&gt;
* '''Sand''': Directly under the lake is some black sand. Try to dig on the highest layer possible to avoid the aquifer.&lt;br /&gt;
* '''Aquifer''': Yes, but for some odd reason there's stone directly above it, and there's usually a stone cluster you can dig through.&lt;br /&gt;
* '''Soil''': Yes, but on the far side of the lake, so it may be easier just to flood some rock if you want a farm.&lt;br /&gt;
* '''Iron''': Haven't seen any, nor have I used reveal to check, but there's lots of Sedimentary rock, so there's a good chance of it.&lt;br /&gt;
* '''Metals''': I've seen a vein of Zinc and some Copper, but again, I haven't Revealed to check the full potential.&lt;br /&gt;
* '''Fuel''': Plenty of trees, and I think there was a vein of coal somewhere.&lt;br /&gt;
* '''Bauxite''': A big cluster on the island. While there's no magma here, you can use this to breach the aquifer.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&lt;br /&gt;
Oh, and there's a lot of rejects. I can't remember how many, it was at least a hundred, maybe two hundred, but most of them are fast rejects. --[[User:Untelligent|Untelligent]] 22:20, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xomlox, The Realm of Typhoons ===&lt;br /&gt;
&lt;br /&gt;
This is a 4x6 location with basically every major resource. Ground is from level 147 to 152. Cliffs are no taller than 2, surroundings are wilderness and temperature is warm.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need an underground lake, you can trim it to 4x5 by taking off the top north side and still get everything else.&lt;br /&gt;
[[Image:Realm of typhoons location.png]]&lt;br /&gt;
* '''Seed''': 3593291792 It has only 1 reject.&lt;br /&gt;
* '''Adamantine''': In the middle east side.&lt;br /&gt;
* '''Magma''': Pipe in the south side from bottom to level 144, not seen from surface.&lt;br /&gt;
* '''River''': Runs from the northeast to the south side.&lt;br /&gt;
* '''Underground lake''': In the north, not seen from surface.&lt;br /&gt;
* '''Chasm''': Yes in the west, not seen from surface.&lt;br /&gt;
* '''Cave''': Named cave called Elbowgloom with an ettin and some giant moles in the west, south of chasm.&lt;br /&gt;
* '''Trees''': More than you'll ever need.&lt;br /&gt;
* '''Sand''': Yes, yellow and black in the northwest.&lt;br /&gt;
* '''Soil''': Yes.&lt;br /&gt;
* '''Iron''': Hematite veins in obsidian.&lt;br /&gt;
* '''Metals''': Ore for every metal except zinc present.&lt;br /&gt;
* '''Flux''': Lots of marble (few levels below sand).&lt;br /&gt;
* '''Fuel''': None, but there are enough trees.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': You can dig an entire fortress in it.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[User:DFD|DFD]] 09:09, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xestsu, The Realm of Enchantments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image: SmataXestsu.jpg]]&lt;br /&gt;
&lt;br /&gt;
This 3x6 location has almost all features the game has to offer.  Here we have magma, a river, a cave river, an underground lake, iron, flux, sand, adamantine, a chasm, and an optional cave.  Cliffs range from 1 to 3. The Temperature is Scorching, the Trees are Woodland, Other Vegetation is Moderate, and the Surroundings are either Calm or Sinister.  If you want a cave with a minotaur you can expand the area two tiles north to make a 5x6 location.  Likewise, if you don't need the underground lake or cave river you can reduce the area by two tiles to the south to make a 2x6 location.&lt;br /&gt;
* '''Seed''': 1321093328 with 3 rejects.&lt;br /&gt;
* '''Adamantine''': In the top left side.&lt;br /&gt;
* '''Magma''': Pipe on the far right on levels 140 to 144 (not seen from surface).&lt;br /&gt;
* '''River''': Runs along left side.&lt;br /&gt;
* '''Underground lake''': On the bottom side of the map.&lt;br /&gt;
* '''Chasm''': On the left, south of the Pits.&lt;br /&gt;
* '''Cave''': (Optional) On the top of the map.  Its name is Osmatgened Aloakon, &amp;quot;Heartdepth the Harmonious Shadows&amp;quot;.&lt;br /&gt;
* '''Trees''': Enough to support full scale steel operation.&lt;br /&gt;
* '''Sand''': Plenty, its the black kind.&lt;br /&gt;
* '''Soil''': A bit in the bottom right of the map.&lt;br /&gt;
* '''Iron''': A great amount scattered around in Hematite veins.&lt;br /&gt;
* '''Metals''': Lots of Copper (Native, Malachite, and Tetrahedrite), Lots of Silver (Native, and Tetrahedrite, Galena), Lots of Gold, some Aluminum, some Lead (Galena), some Tin (Cassiterite), no Bismuth, no Nickel, no Platinum, and no Zinc .&lt;br /&gt;
* '''Flux''': Enourmous amount of Marble.&lt;br /&gt;
* '''Fuel''': None.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': Just what is around the magma.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Sartoris]] 6 March 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adelaanenu, The Wondrous Planet ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Adelaanenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very dangerous site; 2x5 area so it should run well... especially if you kill all the creatures.&lt;br /&gt;
&lt;br /&gt;
This is the smallest I've been able to get a site in the new version while maintaining all the features that I look for: magma, pits, cave river, bauxite, fuel, iron and flux. The only thing missing that I like to have is sand, but the rest of it makes up for it.&lt;br /&gt;
&lt;br /&gt;
Note that this map is on a TERRIFYING biome, and it has a group of cave creatures living near the chasm in the south that will make short work of your dwarves if you let them. Your dwarves may spawn next to these cave creatures, so this site is not recommended for beginning players.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 3988471772 with 67 rejects.&lt;br /&gt;
* '''Adamantine''': In the southwest corner.&lt;br /&gt;
* '''Magma pipe''': Northwest corner; surface of pool is below ground in elevation 146, and runs to bottom of map.&lt;br /&gt;
* '''Cave river''': Surface is slightly to west on elevation 148.&lt;br /&gt;
* '''Chasm''': Visible from surface, southeast corner.&lt;br /&gt;
* '''Trees''': North portion of map. Can grow tower caps underground once cave river has been uncovered.&lt;br /&gt;
* '''Soil''': North portion of map.&lt;br /&gt;
* '''Iron''': Large chunks of magnetite in layer 146, and another big chunk below in layer 142, large veins of hematite in several layers.&lt;br /&gt;
* '''Metals''': LARGE Platinum vein through magnetite on layer 146 and other small deposits, Copper (Native and Tetrahedrite), Silver (Galena), Gold, Aluminum, Lead (Galena), no Tin, no Bismuth, no Nickel, and no Zinc .&lt;br /&gt;
* '''Flux''': Seven layers of chalk in northern part of map.&lt;br /&gt;
* '''Fuel''': Elevation 140, west of magma pipe (from very west edge of map to very north edge of map).&lt;br /&gt;
* '''Bauxite''': 142 and 145, right and left sides of magma pipe.&lt;br /&gt;
* '''Obsidian''': Around magma pipe.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Bharani]] March 7 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Everlasting Dimensions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:1868528756.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty full-packed location. It has Adamantine, a magma vent and pool, a cave river and lake with dozens of critters within, a chasm, a complex cave system, which is 10 z-levels deep (packed full of critters and inhabited by a Dragon), marble for flux, hematite for iron (accessible from the surface), sand and some sparse trees.&lt;br /&gt;
&lt;br /&gt;
If you don't need the magma vent and don't need as many chasm tiles, you can get away with a 4x3 map. The world should be pretty fast to generate...has only a few rejects, IIRC.&lt;br /&gt;
&lt;br /&gt;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
==The Infinite Realm==&lt;br /&gt;
&lt;br /&gt;
Seed: 3.141592653&lt;br /&gt;
Dimension: Standard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages: There are haunted mountain ranges on this map, as well as sinister glaciers. Theres even (if you use Reveal) a sinister glacier bordering a tundra with loam; which lets you easily grow things right from the start. Better yet, the particular glacier has a magma vent underneath it!&lt;br /&gt;
&lt;br /&gt;
The in the bottom right right quarter of this map is haunted/terrifying mountain, and in the northwest corner is a sinister glacier; with the use of Reveal one can find a glacier area with on the right side of it with sand (for planting) - as well as an underground magma vent, which is very handy for those whom prefer dominions which let them build things out of ice.&lt;br /&gt;
&lt;br /&gt;
Best of all, you can be a true geek by playing this random seed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38179</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38179"/>
		<updated>2008-05-24T00:59:32Z</updated>

		<summary type="html">&lt;p&gt;Lastofthelight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick Seed===&lt;br /&gt;
&lt;br /&gt;
Seed: 20&amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 257x257&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519&lt;br /&gt;
&lt;br /&gt;
Dimensions: 257x257&lt;br /&gt;
&lt;br /&gt;
OS: Vista (might work on other OS)&lt;br /&gt;
&lt;br /&gt;
[[Image:Islandthingernosiegeyay.png]]&lt;br /&gt;
&lt;br /&gt;
A mini-island formed by several rivers and a lake (You can't see it on the embark screen, but I assure you, it is there). Completely unsiegeable nine months of the year, while still allowing access to Human/Elf traders. You may have to wall off the edges to stay safe in Winter, but on the plus side the Goblins will fall into the lake in the spring.&lt;br /&gt;
&lt;br /&gt;
Aside from that, there's not much else here.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes.&lt;br /&gt;
* '''Sand''': Directly under the lake is some black sand. Try to dig on the highest layer possible to avoid the aquifer.&lt;br /&gt;
* '''Aquifer''': Yes, but for some odd reason there's stone directly above it, and there's usually a stone cluster you can dig through.&lt;br /&gt;
* '''Soil''': Yes, but on the far side of the lake, so it may be easier just to flood some rock if you want a farm.&lt;br /&gt;
* '''Iron''': Haven't seen any, nor have I used reveal to check, but there's lots of Sedimentary rock, so there's a good chance of it.&lt;br /&gt;
* '''Metals''': I've seen a vein of Zinc and some Copper, but again, I haven't Revealed to check the full potential.&lt;br /&gt;
* '''Fuel''': Plenty of trees, and I think there was a vein of coal somewhere.&lt;br /&gt;
* '''Bauxite''': A big cluster on the island. While there's no magma here, you can use this to breach the aquifer.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&lt;br /&gt;
Oh, and there's a lot of rejects. I can't remember how many, it was at least a hundred, maybe two hundred, but most of them are fast rejects. --[[User:Untelligent|Untelligent]] 22:20, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xomlox, The Realm of Typhoons ===&lt;br /&gt;
&lt;br /&gt;
This is a 4x6 location with basically every major resource. Ground is from level 147 to 152. Cliffs are no taller than 2, surroundings are wilderness and temperature is warm.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need an underground lake, you can trim it to 4x5 by taking off the top north side and still get everything else.&lt;br /&gt;
[[Image:Realm of typhoons location.png]]&lt;br /&gt;
* '''Seed''': 3593291792 It has only 1 reject.&lt;br /&gt;
* '''Adamantine''': In the middle east side.&lt;br /&gt;
* '''Magma''': Pipe in the south side from bottom to level 144, not seen from surface.&lt;br /&gt;
* '''River''': Runs from the northeast to the south side.&lt;br /&gt;
* '''Underground lake''': In the north, not seen from surface.&lt;br /&gt;
* '''Chasm''': Yes in the west, not seen from surface.&lt;br /&gt;
* '''Cave''': Named cave called Elbowgloom with an ettin and some giant moles in the west, south of chasm.&lt;br /&gt;
* '''Trees''': More than you'll ever need.&lt;br /&gt;
* '''Sand''': Yes, yellow and black in the northwest.&lt;br /&gt;
* '''Soil''': Yes.&lt;br /&gt;
* '''Iron''': Hematite veins in obsidian.&lt;br /&gt;
* '''Metals''': Ore for every metal except zinc present.&lt;br /&gt;
* '''Flux''': Lots of marble (few levels below sand).&lt;br /&gt;
* '''Fuel''': None, but there are enough trees.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': You can dig an entire fortress in it.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[User:DFD|DFD]] 09:09, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xestsu, The Realm of Enchantments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image: SmataXestsu.jpg]]&lt;br /&gt;
&lt;br /&gt;
This 3x6 location has almost all features the game has to offer.  Here we have magma, a river, a cave river, an underground lake, iron, flux, sand, adamantine, a chasm, and an optional cave.  Cliffs range from 1 to 3. The Temperature is Scorching, the Trees are Woodland, Other Vegetation is Moderate, and the Surroundings are either Calm or Sinister.  If you want a cave with a minotaur you can expand the area two tiles north to make a 5x6 location.  Likewise, if you don't need the underground lake or cave river you can reduce the area by two tiles to the south to make a 2x6 location.&lt;br /&gt;
* '''Seed''': 1321093328 with 3 rejects.&lt;br /&gt;
* '''Adamantine''': In the top left side.&lt;br /&gt;
* '''Magma''': Pipe on the far right on levels 140 to 144 (not seen from surface).&lt;br /&gt;
* '''River''': Runs along left side.&lt;br /&gt;
* '''Underground lake''': On the bottom side of the map.&lt;br /&gt;
* '''Chasm''': On the left, south of the Pits.&lt;br /&gt;
* '''Cave''': (Optional) On the top of the map.  Its name is Osmatgened Aloakon, &amp;quot;Heartdepth the Harmonious Shadows&amp;quot;.&lt;br /&gt;
* '''Trees''': Enough to support full scale steel operation.&lt;br /&gt;
* '''Sand''': Plenty, its the black kind.&lt;br /&gt;
* '''Soil''': A bit in the bottom right of the map.&lt;br /&gt;
* '''Iron''': A great amount scattered around in Hematite veins.&lt;br /&gt;
* '''Metals''': Lots of Copper (Native, Malachite, and Tetrahedrite), Lots of Silver (Native, and Tetrahedrite, Galena), Lots of Gold, some Aluminum, some Lead (Galena), some Tin (Cassiterite), no Bismuth, no Nickel, no Platinum, and no Zinc .&lt;br /&gt;
* '''Flux''': Enourmous amount of Marble.&lt;br /&gt;
* '''Fuel''': None.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': Just what is around the magma.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Sartoris]] 6 March 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adelaanenu, The Wondrous Planet ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Adelaanenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very dangerous site; 2x5 area so it should run well... especially if you kill all the creatures.&lt;br /&gt;
&lt;br /&gt;
This is the smallest I've been able to get a site in the new version while maintaining all the features that I look for: magma, pits, cave river, bauxite, fuel, iron and flux. The only thing missing that I like to have is sand, but the rest of it makes up for it.&lt;br /&gt;
&lt;br /&gt;
Note that this map is on a TERRIFYING biome, and it has a group of cave creatures living near the chasm in the south that will make short work of your dwarves if you let them. Your dwarves may spawn next to these cave creatures, so this site is not recommended for beginning players.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 3988471772 with 67 rejects.&lt;br /&gt;
* '''Adamantine''': In the southwest corner.&lt;br /&gt;
* '''Magma pipe''': Northwest corner; surface of pool is below ground in elevation 146, and runs to bottom of map.&lt;br /&gt;
* '''Cave river''': Surface is slightly to west on elevation 148.&lt;br /&gt;
* '''Chasm''': Visible from surface, southeast corner.&lt;br /&gt;
* '''Trees''': North portion of map. Can grow tower caps underground once cave river has been uncovered.&lt;br /&gt;
* '''Soil''': North portion of map.&lt;br /&gt;
* '''Iron''': Large chunks of magnetite in layer 146, and another big chunk below in layer 142, large veins of hematite in several layers.&lt;br /&gt;
* '''Metals''': LARGE Platinum vein through magnetite on layer 146 and other small deposits, Copper (Native and Tetrahedrite), Silver (Galena), Gold, Aluminum, Lead (Galena), no Tin, no Bismuth, no Nickel, and no Zinc .&lt;br /&gt;
* '''Flux''': Seven layers of chalk in northern part of map.&lt;br /&gt;
* '''Fuel''': Elevation 140, west of magma pipe (from very west edge of map to very north edge of map).&lt;br /&gt;
* '''Bauxite''': 142 and 145, right and left sides of magma pipe.&lt;br /&gt;
* '''Obsidian''': Around magma pipe.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Bharani]] March 7 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Everlasting Dimensions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:1868528756.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty full-packed location. It has Adamantine, a magma vent and pool, a cave river and lake with dozens of critters within, a chasm, a complex cave system, which is 10 z-levels deep (packed full of critters and inhabited by a Dragon), marble for flux, hematite for iron (accessible from the surface), sand and some sparse trees.&lt;br /&gt;
&lt;br /&gt;
If you don't need the magma vent and don't need as many chasm tiles, you can get away with a 4x3 map. The world should be pretty fast to generate...has only a few rejects, IIRC.&lt;br /&gt;
&lt;br /&gt;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. But be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
===The Infinite Realm==&lt;br /&gt;
&lt;br /&gt;
Seed: 3.141592653&lt;br /&gt;
Dimension: Standard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages: There are haunted mountain ranges on this map, as well as sinister glaciers. Theres even (if you use Reveal) a sinister glacier bordering a tundra with loam; which lets you easily grow things right from the start. Better yet, the particular glacier has a magma vent underneath it!&lt;br /&gt;
&lt;br /&gt;
The in the bottom right right quarter of this map is haunted/terrifying mountain, and in the northwest corner is a sinister glacier; with the use of Reveal one can find a glacier area with on the right side of it with sand (for planting) - as well as an underground magma vent, which is very handy for those whom prefer dominions which let them build things out of ice.&lt;br /&gt;
&lt;br /&gt;
Best of all, you can be a true geek by playing this random seed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). &lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thadar Thran, a world that also misses a civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Thadar Thran.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 521709640 Again, a world in which different civilizations are living on the different sides of the mountains. The Humans live in the north-east corner in the ''Veiled Hills'', the Elves and Goblins live in (and at) the western ''Forest of Wiping'' and the ''Dull Jungle''. The Dwarfs have settled both sides of the mountains, of course.  &lt;br /&gt;
*Location: Basically, the western forests would be totally uninteresting - who needs Elves and Goblins anyway - if it wasn't for a perfect location in a 3x7 area. A volcano, a cave lake, a cave river, a chasm; Enough Obsidian to build half a fortress in it, two kinds of flux (Dolomite and Limestone), sand, sufficient trees, Bauxite, Adamantite, plenty of coal, iron and copper and ALL other types of ore.  &lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 20:36, 22 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lastofthelight</name></author>
	</entry>
</feed>