<?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=Nirodragon</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=Nirodragon"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Nirodragon"/>
	<updated>2026-08-25T04:50:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43554</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43554"/>
		<updated>2008-08-30T17:06:27Z</updated>

		<summary type="html">&lt;p&gt;Nirodragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''World tokens'' are used to store world parameter settings used in creating custom worlds. Parameter settings are stored in ''world_gen.txt'', found in the ''\data\init\'' folder after you've hit F6 in the world generation menu. You can change all of these in-game in the world generation menu by editing advanced parameters, or by editing the file directly. Parameters are also explained at [[Advanced world generation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead. &lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| When it hits the first number value, it begins checking to see if that percent of your megabeasts have been killed, which leads the game to halt. Often this leads to very early world generation halting. It can be stopped entirely by setting the percent value to -1. To make your megabeasts not get killed to easily, try modding the raw creature files to make them stronger, ie. larger size.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|The Mesh Size affects the smoothing brush in the world painter. It also seems to have an affect on the variability of the regions during world gen if you do not use the world painter.&lt;br /&gt;
&lt;br /&gt;
The weighted ranges seem to affect the relative amounts of that parameter when world gen begins. For example, if you set the 0-20 range of rainfall to 5 and the 20-40 of rainfall range to 1, you will get approximately 5 times as many areas with 0-20 rainfall as areas with 20-40 rainfall. These amounts do not have to add up to any particular number; in the above example, you can get the same effect with 500 and 100.&lt;br /&gt;
&lt;br /&gt;
Lastly, the weighted ranges affect what parameters the world begins with; they do not make rejection checks, although they can be responsible for many rejections if you neglect to turn off some of the minimum parameters.&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors. Note: If either of these values are set to 0, they will BOTH generate no good or evil regions. Setting good or evil to 1:1:1 fixes this.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides.  The higher this number, the less jagged the world will be. If you use the maximum number, your mountains will dissolve before your eyes into plains.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Toggle that allows terrain height to affect rainfall.  For example, moist air coming from the ocean blows over the land.  As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain.  Eventually, all the rain has fallen if the mountain is tall enough.  So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature.  These need to be changed to reflect your regional meshes and weights.  These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Nirodragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tile_attributes&amp;diff=41185</id>
		<title>40d:Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tile_attributes&amp;diff=41185"/>
		<updated>2008-05-03T23:23:50Z</updated>

		<summary type="html">&lt;p&gt;Nirodragon: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every tile in Dwarf Fortress is described as '''Outside''' or '''Inside''', '''Light''' or '''Dark''', and '''Above Ground''' or '''Subterranean'''.  These keywords can be observed from the {{K|k}} menu, when the cursor is located over any single tile.  Currently, only the three following combinations are possible:&lt;br /&gt;
&lt;br /&gt;
# Outside, Light, Above Ground&lt;br /&gt;
# Inside, Light, Above Ground&lt;br /&gt;
# Inside, Dark, Subterranean&lt;br /&gt;
&lt;br /&gt;
The entire [[Location|fortress site]] starts out as ''Inside Dark Subterranean''.  After that, a ray for ''Outside'' and a ray for ''Light Above Ground'' falls straight down from the highest [[z-level]] for every (x,y) position on the local map, changing each tile's modifiers until something that blocks that particular &amp;quot;ray&amp;quot; is encountered.  Due to this behavior, any of the previous three tile combinations will never be encountered in the same (x,y) position on a lower z-level than a higher numbered combination.&lt;br /&gt;
&lt;br /&gt;
== Outside vs Inside ==&lt;br /&gt;
This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed [[wall]]s, [[floor]]s, [[stair]]s, and [[fortification]]s, and open and closed [[bridge]]s, [[floor grate]]s, [[bar|floor bars]], and [[hatch]]es.  A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.&lt;br /&gt;
&lt;br /&gt;
== Light Above Ground vs Dark Subterranean ==&lt;br /&gt;
Plants such as [[grass]], [[tree]]s and [[shrub]]s will grow on [[soil|sand or dirt]] where it is ''Light Above Ground''.  This attribute also helps determine which types of [[crops]] can be planted on [[farm plot]]s that have been constructed on top of the tile in question.  Dwarves who spend excessive amounts of time in ''Dark Subterranean'' areas may suffer from [[cave adaptation]]. When the &amp;quot;Soldiers Can Go Outdoors&amp;quot; or &amp;quot;Dwarves Stay Indoors&amp;quot; {{K|o}}rders are in effect, civilian or all dwarves will cancel their current job if they find themselves in an Above Ground area{{v|0.27.176.38c}}. Very few types of geometry block the ''Light Above Ground'' ray: only cliffs (natural walls), ground (natural floors), and natural stairs (those carved out of cliffs or ground).  Tiles which are ''Dark Subterranean'' will always be ''Inside'', however ''Light Above Ground'' tiles may be ''Inside'' or ''Outside''. Once exposed to light, there is currently{{v|0.27.176.38c}} no way to make a tile dark again.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Make sure all key fortress areas are ''Subterranean''.  This will allow dwarves to access them when the &amp;quot;Dwarves stay indoors&amp;quot; order is in effect, such as during a [[siege]].&lt;br /&gt;
* To help dwarves avoid cave adaptation, use ''Light Above Ground'' in high traffic areas, such as a [[meeting hall]]. For fortresses with lots of cross-floor traffic, the central fortress access stairway can serve this purpose, if every floor's natural stairs are removed, a channel is dug, and the stairs are replaced with their constructed counterparts ({{K|b}} - {{K|C}}, then {{K|u}}, {{K|d}}, or {{K|x}}).  Also, if you use a planned [[bedroom design]] for your living quarters with a single main entrance, you can use channels to make the entrance ''Light Above Ground'' to force all dwarves to pass through it when they go to their rooms to sleep&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Nirodragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2088</id>
		<title>40d:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2088"/>
		<updated>2008-04-26T05:14:12Z</updated>

		<summary type="html">&lt;p&gt;Nirodragon: /* Acquiring an Anvil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anvils are required to build a [[metalsmith's forge]]. They are a vital item if your fortress intends to do any metalworking whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Anvil Properties == &lt;br /&gt;
&lt;br /&gt;
Anvils may be made of [[iron]], [[steel]] or [[adamantine]].  The material used does not seem to affect the performance of the forge. Neither does the anvil's quality, although anvils have a high base cost, so quality greatly increases their value. Smithing an anvil requires three bars of metal.&lt;br /&gt;
&lt;br /&gt;
== Acquiring an Anvil ==&lt;br /&gt;
&lt;br /&gt;
You may bring an anvil with you on embark, at the cost of 1000 points. However, some players choose to forego this and instead spend the points for other purposes. An anvil will usually be available for purchase from the dwarven caravan in the first autumn, but it is not guaranteed. &lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Nirodragon</name></author>
	</entry>
</feed>