<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Magua</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=Magua"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Magua"/>
	<updated>2026-08-08T16:12:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=56795</id>
		<title>40d:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=56795"/>
		<updated>2009-11-02T16:43:20Z</updated>

		<summary type="html">&lt;p&gt;Magua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''window''' is an item of [[furniture]] that can be constructed to form solid [[wall]]s surrounding a [[room]]. A window is not considered [[support]] for the purposes of preventing [[cave-ins]] or allowing [[door]]s to be built, but it will block the flow of [[water]]. [[Glass]] windows can be made with any type of glass at a [[glass furnace]], and are placed similarly to furniture.  Like all furniture, windows must have a floor underneath them to be built.  Alternatively, a [[gem]] window can be directly constructed from three [[jeweler's workshop|cut gems]] of any type (including cut glass). If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.  As of version 27.176.38c, [[magma]] does not melt constructed windows, no matter what they are made of, but ''unconstructed'' glass windows will melt in magma.&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a happy [[thought]] from windows built of a material they like.&lt;br /&gt;
&lt;br /&gt;
Light from a window built into a cliff face will not illuminate a room and will not prevent cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves can see through windows, and will run away from creatures standing on the other side of the window.&lt;br /&gt;
&lt;br /&gt;
A [[noble]] may [[demand]] a window, no matter how far underground his rooms are.&lt;br /&gt;
&lt;br /&gt;
A noble's [[mandate]] to make windows will not be satisfied by building a gem window.&lt;br /&gt;
&lt;br /&gt;
A [[glass]] window's value multiplier is 25, the same as a [[statue]].  This makes glass windows a good choice for raising the value of a [[room]].&lt;br /&gt;
&lt;br /&gt;
Gem windows, on the other hand, do not receive value multipliers; a gem window's value is the sum of the value of the gems used in its construction.  For maximizing value, gems are better used for [[decoration|decorations]], even if your [[gem cutter]] and [[gem setter]] are only [[skill|dabbling]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterskin&amp;diff=55868</id>
		<title>40d Talk:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterskin&amp;diff=55868"/>
		<updated>2009-10-23T15:51:55Z</updated>

		<summary type="html">&lt;p&gt;Magua: /* Standing down */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilians==&lt;br /&gt;
Is it possible to get civilians to carry waterskins? I think I'm about to wipe out my entire clan due to all the water being frozen, while they were activated to chase down a kobold (who they didn't manage to catch anyway) they all went and picked up waterskins then they put them down when I deactivated them... now they are dying of thirst since the brook and lakes are all frozen... :( [[User:GarrieIrons|GarrieIrons]] 07:04, 10 January 2008 (EST)&lt;br /&gt;
:I do not think it is possible. Only military dwarves can carry a waterskin. You should have planned ahead and built yourself a well or made more booze... ;) --[[User:Eagle of Fire|Eagle of Fire]] 07:35, 10 January 2008 (EST)&lt;br /&gt;
:Really what true Dwarf actually drinks water? [[User:Jikor|Jikor]] 07:52, 10 January 2008 (EST)&lt;br /&gt;
::As unbeleivable as it sound, some outposts seem to have problem producing enough booze in the first few years to allow everyone to drink true to dwarven tradition. Where is the world going, I ask you? ;) --[[User:Eagle of Fire|Eagle of Fire]] 10:25, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does quality of the leather/leatherworker affect a waterskin in any way?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Leather has no quality but the quality of the leatherwork will make it more valuable.--[[User:Ikkonoishi|Ikkonoishi]] 22:53, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
What stockpile are waterskins stored in? -- [[User:Caradhras|Caradhras]] 12:02, 25 March 2008 (EDT)&lt;br /&gt;
: I believe they are under finished goods. [[User:Tulthix|Tulthix]] 13:11, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Numbers==&lt;br /&gt;
I've just discovered, that a leatherworker creates 3 waterskins at a time from one piece of leather. Think this info should be places somewhere, but where? --[[User:Dorten|Dorten]] 07:47, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Filling up location ==&lt;br /&gt;
&lt;br /&gt;
For some reason my dwarves seem intent on walking past the entrance to a chasm to fill up their waterskin. It looks like they want to go to a nice place where the brook runs through a small forest to fill up... at least they all come down the stairs (which deposit them in the brook, in a water source zone) then walk through the trogolodytes... then get ambushed by the giant cave spider. And in true Baldric fasion, the procedure for contacting wild cave spiders seems to be, wrap yourself in poison silk and die an undignified death.&lt;br /&gt;
&lt;br /&gt;
So: is there any way of stopping my dwarves from walking toward the forest to fill up their waterskins, other than telling them to stop using waterskins?&lt;br /&gt;
&lt;br /&gt;
I have provided a grog supplied food stockpile in the barracks at the top of the area I want them to patrol, but I would prefer them to carry waterskins so they can fight off the trogolodytes while I build a wall across the brook.&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 00:45, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I am not quite sure what your problem is, but there are three things you can do, depending on your special problem. You can either build a functioning well (I think it is the preferred way of refilling water skins), or assign a drinking zone and allow the dwarfs to _only_ use this zone via the options menu. If the problem is not where the dwarves are heading, but how they get there, you can try to play around with forbidding certain areas, preferably narrow access paths (somehwere in the designations menu), which makes the pathfinding algorithm to favour alternative routes. This can, however, lead to strange behaviour (slow calculation and/or pathways), if you do want to senda dwarf to the forbidden region. [[User:Qwertyu|Qwertyu]] 06:59, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Standing down ==&lt;br /&gt;
&lt;br /&gt;
Will my military dwarves still drink from their waterskins if they are standing down? [[User:DaPatman|DaPatman]] 23:17, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I have a champion who I stood down to train up crossbow on; it's been over a year now, and she has &amp;quot;She needs alcohol to get through the working day and can't even remember the last time she had some&amp;quot;, so I'd say yes, they will use their waterskins even off duty. [[User:Magua|Magua]] 15:51, 23 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25045</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25045"/>
		<updated>2008-12-22T20:03:15Z</updated>

		<summary type="html">&lt;p&gt;Magua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma-safe materials''' are known to include [[iron]], [[steel]], [[bauxite]], and [[adamantine]], but currently it is difficult to control [[magma]] flow with [[floodgate]]s since [[mechanism]]s must be made out of [[Rock|rocks]], most of which are not magma-safe (Bauxite being a notable exception).  [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=001614]&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma [[channel]].  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
If you are using bauxite, be sure to mark a [[stockpile]] around the [[mechanic's workshop]] which allows bauxite only.&lt;br /&gt;
&lt;br /&gt;
The mechanism on the [[lever|trigger]] need not be magma-safe, only the one on the floodgate.  If you do not have any bauxite or adamantine available, you can also work around floodgate based flow control by opting for [[screw pump|screw pumps]] to pump the magma over [[wall]]-barriers.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Earth:&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], [[Stairs]]) can never melt or burn (there is nothing wrong with [[wood]]en magma reservoir). Natural [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[fortification|fortifications]] will allow the passage of [[magma]], but not [[Magma man|magma men]]. [[Creatures]] may spawn behind fortifications (or [[grate]]s or whatever) making it look like they passed it if it's too close to magma pipe (in same [[biome]]). Also, there is a bug with fluids which may sometimes let magma push living things through places they shouldn't be able to access.&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass [[instrument|instruments]] will melt in magma.  However, glass [[furniture]] will not.  So glass [[statue|statues]], [[screw pump|screw pumps]], and [[floodgate|floodgates]] are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44826</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44826"/>
		<updated>2008-11-27T04:30:07Z</updated>

		<summary type="html">&lt;p&gt;Magua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Size: Medium,&lt;br /&gt;
Seed: 2422583942,&lt;br /&gt;
History Seed: 173103888,&lt;br /&gt;
Name Seed: 2864375868 &lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. The rivers form two natural freshwater lakes, a small waterfall and there is an underground magma pipe to be discovered. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful).&lt;br /&gt;
&lt;br /&gt;
===Thadar Alu===&lt;br /&gt;
world_gen.txt file:&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM]&lt;br /&gt;
	[SEED:367433665]&lt;br /&gt;
	[HISTORY_SEED:1729088104]&lt;br /&gt;
	[NAME_SEED:870895962]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:250:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:290:305:1600:1600]&lt;br /&gt;
	[RAINFALL:0:100:100:100]&lt;br /&gt;
	[TEMPERATURE:10:90:100:100]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:100:100:0:0]&lt;br /&gt;
	[SAVAGERY:40:100:1600:1600]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:50]&lt;br /&gt;
	[RIVER_MINS:800:800]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:25]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
}}&lt;br /&gt;
====The Barbs of Zeal====&lt;br /&gt;
[[Image:Barbs of Zeal.jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
A 3x3 location that has everything you'll ever want for except for bauxite and silk.  Goblins provide an excellent source of iron.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': A few&lt;br /&gt;
* '''Ores''': Copper, gold.  Little iron&lt;br /&gt;
* '''Flux''': Lots of marble&lt;br /&gt;
* '''Magma''': Surface magma pipe&lt;br /&gt;
* '''Fuel''': Magma, trees&lt;br /&gt;
* '''Water''': Underground river, underground pool&lt;br /&gt;
* '''Sand''': Black sand on surface&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
* '''Bottomless Pit''': On surface&lt;br /&gt;
* '''HFS''': Enough said&lt;br /&gt;
* '''Does not have''': Bauxite, magnetite, cave, aquifer, giant cave spiders&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Good Mix of Resources===&lt;br /&gt;
&lt;br /&gt;
Seed: 1158498054 (generated on WinXP 32 Bit v0.28.181.40d)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
Here's a 5x5 spot with &lt;br /&gt;
&lt;br /&gt;
* Some Trees&lt;br /&gt;
* Iron Ore&lt;br /&gt;
* Bauxite&lt;br /&gt;
* Flux&lt;br /&gt;
* Magma Pipe&lt;br /&gt;
* Chasm (open to the surface)&lt;br /&gt;
* Sand&lt;br /&gt;
* Pit&lt;br /&gt;
* River&lt;br /&gt;
* Gems&lt;br /&gt;
* Temperate weather&lt;br /&gt;
&lt;br /&gt;
[[Image:GoodMixOfResources.png]]&lt;br /&gt;
&lt;br /&gt;
===Good Location===&lt;br /&gt;
&lt;br /&gt;
Generated on WinXP, v0.28.181.40d&lt;br /&gt;
&lt;br /&gt;
Seed: 2814973378, Size: LARGE, Minimum Volcano Number set to 18&lt;br /&gt;
&lt;br /&gt;
[[Image:GoodLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
An 8x3 area, covering the edge of a mountain range and a woodland plain.  A brook divides the two main biomes, and the map is completely flat East of it.  Surroundings are hot (the murky pools do '''not''' evaporate) and wilderness.  Wide variety of local wildlife, magma creatures are contained until you tap the pipe.  Occasionally world gen can create an underground goblin road running just east of the Magma.  With a larger area you could also include an underground river, a chasm and a pit, although they would all be deep inside the mountain.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Decent Tree cover to the East of the brook&lt;br /&gt;
* '''Ores''': Magnetite and Hematite in the Limestone layer, Copper, Gold, Platinum and Aluminum also observed&lt;br /&gt;
* '''Stone''': Limestone, Obsidian and Bauxite&lt;br /&gt;
* '''Soil''': One layer East of the river&lt;br /&gt;
* '''Flux''': Limestone&lt;br /&gt;
* '''Magma''': Magma Pipe, entirely concealed in the mountain, but location is visible from the surface as a circular depression.&lt;br /&gt;
* '''Fuel''': Magma, Bituminous Coal and Lignite, Trees&lt;br /&gt;
* '''Water''': Brook&lt;br /&gt;
* '''Sand''': None, unfortunately&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
* '''Adamantine/HFS''': Central, deep down near the edge of the Mountain&lt;br /&gt;
* '''Optional''': Underground river, chasm, pit&lt;br /&gt;
* '''Does not have''': Cave, aquifer, sand&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44814</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44814"/>
		<updated>2008-11-17T05:03:38Z</updated>

		<summary type="html">&lt;p&gt;Magua: /* The Barbs of Zeal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Size: Medium,&lt;br /&gt;
Seed: 2422583942,&lt;br /&gt;
History Seed: 173103888,&lt;br /&gt;
Name Seed: 2864375868 &lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes, a small waterfall and an underground magma pipe. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful). &lt;br /&gt;
&lt;br /&gt;
===Thadar Alu===&lt;br /&gt;
world_gen.txt file:&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM]&lt;br /&gt;
	[SEED:367433665]&lt;br /&gt;
	[HISTORY_SEED:1729088104]&lt;br /&gt;
	[NAME_SEED:870895962]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:250:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:290:305:1600:1600]&lt;br /&gt;
	[RAINFALL:0:100:100:100]&lt;br /&gt;
	[TEMPERATURE:10:90:100:100]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:100:100:0:0]&lt;br /&gt;
	[SAVAGERY:40:100:1600:1600]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:50]&lt;br /&gt;
	[RIVER_MINS:800:800]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:25]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
}}&lt;br /&gt;
====The Barbs of Zeal====&lt;br /&gt;
[[Image:Barbs of Zeal.jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
A 3x3 location that has everything you'll ever want for except for bauxite and silk.  Goblins provide an excellent source of iron.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': A few&lt;br /&gt;
* '''Ores''': Copper, gold.  Little iron&lt;br /&gt;
* '''Flux''': Lots of marble&lt;br /&gt;
* '''Magma''': Surface magma pipe&lt;br /&gt;
* '''Fuel''': Magma, trees&lt;br /&gt;
* '''Water''': Underground river, underground pool&lt;br /&gt;
* '''Sand''': Black sand on surface&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
* '''Bottomless Pit''': On surface&lt;br /&gt;
* '''HFS''': Enough said&lt;br /&gt;
* '''Does not have''': Bauxite, magnetite, cave, aquifer, giant cave spiders&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Barbs_of_Zeal.jpg&amp;diff=46051</id>
		<title>File:Barbs of Zeal.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Barbs_of_Zeal.jpg&amp;diff=46051"/>
		<updated>2008-11-17T05:03:20Z</updated>

		<summary type="html">&lt;p&gt;Magua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44813</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=44813"/>
		<updated>2008-11-17T05:02:52Z</updated>

		<summary type="html">&lt;p&gt;Magua: Added Thadar Alu/Barbs of Zeal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
'''Note''': I have not actually dug into the siltstone layer yet (or used reveal.exe), so the claims below that said siltstone layers contains iron ore and fuel are just guesses!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': There should be plenty of iron ore in the siltstone layer.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Size: Medium,&lt;br /&gt;
Seed: 2422583942,&lt;br /&gt;
History Seed: 173103888,&lt;br /&gt;
Name Seed: 2864375868 &lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. There are two natural freshwater lakes, a small waterfall and an underground magma pipe. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful). &lt;br /&gt;
&lt;br /&gt;
===Thadar Alu===&lt;br /&gt;
world_gen.txt file:&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM]&lt;br /&gt;
	[SEED:367433665]&lt;br /&gt;
	[HISTORY_SEED:1729088104]&lt;br /&gt;
	[NAME_SEED:870895962]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:250:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:290:305:1600:1600]&lt;br /&gt;
	[RAINFALL:0:100:100:100]&lt;br /&gt;
	[TEMPERATURE:10:90:100:100]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:100:100:0:0]&lt;br /&gt;
	[SAVAGERY:40:100:1600:1600]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:50]&lt;br /&gt;
	[RIVER_MINS:800:800]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:25]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
}}&lt;br /&gt;
====The Barbs of Zeal====&lt;br /&gt;
[[Image:Barbs of Zeal.gif|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
A 3x3 location that has everything you'll ever want for except for bauxite and silk.  Goblins provide an excellent source of iron.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': A few&lt;br /&gt;
* '''Ores''': Copper, gold.  Little iron&lt;br /&gt;
* '''Flux''': Lots of marble&lt;br /&gt;
* '''Magma''': Surface magma pipe&lt;br /&gt;
* '''Fuel''': Magma, trees&lt;br /&gt;
* '''Water''': Underground river, underground pool&lt;br /&gt;
* '''Sand''': Black sand on surface&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
* '''Bottomless Pit''': On surface&lt;br /&gt;
* '''HFS''': Enough said&lt;br /&gt;
* '''Does not have''': Bauxite, magnetite, cave, aquifer, giant cave spiders&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3855</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3855"/>
		<updated>2008-10-06T03:05:41Z</updated>

		<summary type="html">&lt;p&gt;Magua: /* Using cave-ins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' can occur if an area is detached from all supporting tiles. A room can be as large as you want to make it, as long as it is supported by at least one tile from below. The system is a bit buggy right now, since it is only a placeholder.{{version|0.27.176.38c}}. [[Toady]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''unconnected'' section of terrain ([[rock]], dirt, or [[construction]] that is completely disconnected from the rest of the world) will cave in. The game checks for terrain connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Diagonal connections are not taken into account yet. [[Stairs]] and [[support|supports]] will hold up the terrain. Some [[bridge]]s will not hold up the terrain.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
* Any [[creature]] caught under the falling material is crushed and killed.&lt;br /&gt;
* Any item caught under falling natural terrain is encased in [[stone]] and must be dug out.&lt;br /&gt;
* Obviously, anything standing -on- the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone.&lt;br /&gt;
* A large amount of dust is generated; Any creature caught by the dust from the collapse is knocked [[unconscious]], and may recieve [[Wounds|injuries]]&lt;br /&gt;
* All [[building]]s and [[construction]]s under and above the falling area are destroyed&lt;br /&gt;
* Natural terrain will remain intact during the cave-in; the only effect is they are revealed. Constructions will deconstruct when they collide with solid terrain.&lt;br /&gt;
* Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where natural terrain piles up and constructions deconstruct.&lt;br /&gt;
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs down that fall onto previously empty [[floor]]s will reveal the level below. If there's rock or floor above them, it'll cover the stairs.&lt;br /&gt;
* Anything falling into a flow (like [[water]]) sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterward... you get the idea.&lt;br /&gt;
* If your [[dwarves]], [[animals]], items, or even the seven simultaneous [[goblin]] [[siege]]s at your [[door]] are unfortunate enough to be caught in a cave-in flow (which, by the way, travels up Z levels quite often) they will be pushed around and likely sucked into a lower level.&lt;br /&gt;
:* This can be used to an advantage (i.e. drop a [[wood]]en floor such that the cave-in flow will push the invaders into your magma [[moat]]).&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it.&lt;br /&gt;
&lt;br /&gt;
The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it.  In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur.  &lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Intentional cave-ins serve three purposes:&lt;br /&gt;
&lt;br /&gt;
* Dams.  Caving in a section of natural rock above a [[river]] or [[underground river]] can provide a way to dam the river.  Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an [[aquifer]] you can't dig around.  This only works with natural rock; [[constructions]] will revert to their components, and not block the river at all.&lt;br /&gt;
* Death.  Since a cave-in kills most [[creatures]] instantly, it can provide a convenient or amusing way to off a group of creatures. &lt;br /&gt;
* Clearing space.  If you wish to clear a large room over many z-levels, you could channels each level individually, but that runs into the problem of dwarves stranding themselves while channeling.  Instead, you could mine out each level, leaving only one support, channeling only the edges of the room you wish to collapse, and then cause a cave-in afterwards -- the floors of each level will be destroyed by the cave-in.&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3854</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3854"/>
		<updated>2008-09-29T21:32:21Z</updated>

		<summary type="html">&lt;p&gt;Magua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' can occur if an area is detached from all supporting tiles. A room can be as large as you want to make it, as long as it is supported by at least one tile from below. The system is a bit buggy right now, since it is only a placeholder.{{version|0.27.176.38c}}. [[Toady]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''unconnected'' section of terrain ([[rock]], dirt, or [[construction]] that is completely disconnected from the rest of the world) will cave in. The game checks for terrain connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Diagonal connections are not taken into account yet. [[Stairs]] and [[support|supports]] will hold up the terrain. Some [[bridge]]s will not hold up the terrain.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
* Any [[creature]] caught under the falling material is crushed and killed.&lt;br /&gt;
* Any item caught under falling natural terrain is encased in [[stone]] and must be dug out.&lt;br /&gt;
* Obviously, anything standing -on- the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone.&lt;br /&gt;
* A large amount of dust is generated; Any creature caught by the dust from the collapse is knocked [[unconscious]], and may recieve [[Wounds|injuries]]&lt;br /&gt;
* All [[building]]s and [[construction]]s under and above the falling area are destroyed&lt;br /&gt;
* Natural terrain will remain intact during the cave-in; the only effect is they are revealed. Constructions will deconstruct when they collide with solid terrain.&lt;br /&gt;
* Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where natural terrain piles up and constructions deconstruct.&lt;br /&gt;
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs down that fall onto previously empty [[floor]]s will reveal the level below. If there's rock or floor above them, it'll cover the stairs.&lt;br /&gt;
* Anything falling into a flow (like [[water]]) sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterward... you get the idea.&lt;br /&gt;
* If your [[dwarves]], [[animals]], items, or even the seven simultaneous [[goblin]] [[siege]]s at your [[door]] are unfortunate enough to be caught in a cave-in flow (which, by the way, travels up Z levels quite often) they will be pushed around and likely sucked into a lower level.&lt;br /&gt;
:* This can be used to an advantage (i.e. drop a [[wood]]en floor such that the cave-in flow will push the invaders into your magma [[moat]]).&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it.&lt;br /&gt;
&lt;br /&gt;
The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it.  In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur.  &lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Intentional cave-ins serve three purposes:&lt;br /&gt;
&lt;br /&gt;
* Dams.  Caving in a section of rock above a [[river]] or [[underground river]] can provide a way to dam the river.  Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an [[aquifer]] you can't dig around.&lt;br /&gt;
* Death.  Since a cave-in kills most [[creatures]] instantly, it can provide a convenient or amusing way to off a group of creatures. &lt;br /&gt;
* Clearing space.  If you wish to clear a large room over many z-levels, you could channels each level individually, but that runs into the problem of dwarves stranding themselves while channeling.  Instead, you could mine out each level, leaving only one support, channeling only the edges of the room you wish to collapse, and then cause a cave-in afterwards -- the floors of each level will be destroyed by the cave-in.&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3851</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3851"/>
		<updated>2008-09-24T21:43:27Z</updated>

		<summary type="html">&lt;p&gt;Magua: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' can occur if an area is detached from all supporting tiles. A room can be as large as you want to make it, as long as it is supported by at least one tile from below. The system is a bit buggy right now, since it is only a placeholder.{{version|0.27.176.38c}} Toady has stated he intends to implement more realistic cave-ins in future versions.&lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''unconnected'' section of terrain (rock, dirt, or construction that is completely disconnected from the rest of the world) will cave in. The game checks for terrain connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Diagonal connections are not taken into account yet. [[Stairs]] and [[support|supports]] will hold up the terrain. Some bridges will not hold up the terrain.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
* Any [[creature]] caught under the falling material is crushed and killed.&lt;br /&gt;
* Any item caught under falling natural terrain is [[encased]] in stone and must be dug out.&lt;br /&gt;
* Obviously, anything standing -on- the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone.&lt;br /&gt;
* A large amount of dust is generated; Any creature caught by the dust from the collapse is knocked [[unconscious]], and may recieve [[Wounds|injuries]]&lt;br /&gt;
* All [[building]]s and [[construction]]s under and above the falling area are destroyed&lt;br /&gt;
* Natural terrain will remain intact during the cave-in; the only effect is they are revealed. Constructions will deconstruct when they collide with solid terrain.&lt;br /&gt;
* Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where natural terrain piles up and constructions deconstruct.&lt;br /&gt;
* Mined stairs and ramps will settle like unmined rock; Stairs down that fall onto previously empty floors will reveal the level below. If there's rock or floor above them, it'll cover the stairs.&lt;br /&gt;
* Anything falling into a flow (like [[water]]) sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your gem pile was directly below and you had a magma tube three Z levels afterward... you get the idea.&lt;br /&gt;
* If your dwarves, animals, items, or even the seven simultaneous goblin sieges at your door are unfortunate enough to be caught in a cave-in flow (which, by the way, travels up Z levels quite often) they will be pushed around and likely sucked into a lower level.&lt;br /&gt;
:* This can be used to an advantage (i.e. drop a wooden floor such that the cave-in flow will push the invaders into your magma moat).&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant lever. When you're done, hide everyone, pull the lever and watch the fireworks.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves channeling may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your miner if they get disconnected from the ground. Easy thing to miss the first time you do it.&lt;br /&gt;
&lt;br /&gt;
The solution here is to dig ramps instead, since these take away both the soil on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it.  In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur.  &lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Intentional cave-ins serve three purposes:&lt;br /&gt;
&lt;br /&gt;
* Dams.  Caving in a section of rock above a river or underground river can provide a way to dam the river.  Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an aquifer you can't dig around.&lt;br /&gt;
* Death.  Since a cave-in kills most creatures instantly, it can provide a convenient or amusing way to off a group of creatures. &lt;br /&gt;
* Clearing space.  If you wish to clear a large room over many z-levels, you could cut channels in each level individually, but that runs into the problem of dwarves stranding themselves while channeling.  Instead, you could mine out each level without bothering to channel, and then cause a cave-in afterwards -- the floors of each level will be destroyed without the use of channeling.&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Magua</name></author>
	</entry>
</feed>