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		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5601</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5601"/>
		<updated>2008-01-21T18:15:40Z</updated>

		<summary type="html">&lt;p&gt;Polpoint: /* Seeds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt; &lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.  I've made an attempt to provide a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magma (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/smata_sagus.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 324316224 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/ruspospazmon.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/emeecamo_ametha.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected. This disrupts the sequence of psudeorandom numbers. As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name. Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''0.23.169.33g''' or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
====Chicken Seed: #389311515====&lt;br /&gt;
[[Image:Chickenseedfix.png]]&lt;br /&gt;
&lt;br /&gt;
Only one reject. The location shown above has some magma right next to a brook... Lots of trees and plants, and plenty of sand. If you don't feel like you need the hills to the south, you can shrink the area a bit, there's nothing much else down that way.&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Seed #223885 - Pretty much what I have been waiting for ====&lt;br /&gt;
&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG|643px]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Realm of Forever Start Seed #3094533934 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Cyclopean Planet of Tempests Seed #697480228 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Just another seed, I thought wold be nice (1291184248, v.33g) ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed1291184248.PNG|500px]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm (two of them, actually)&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*magnetite (at least one big cluster)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
&lt;br /&gt;
*warm climate&lt;br /&gt;
*most dangerous animals - wolves&lt;br /&gt;
*access to all civs&lt;br /&gt;
&lt;br /&gt;
Starting in the {{K|F2}} biome will give you almost ideal starting position near the cliff wall, surrounded by trees, with a couple of nearby pools for your fish lovers (turtles, yay!).&lt;br /&gt;
&lt;br /&gt;
==== A tiny but interesting location.  Seed 1 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:0x517A5D_seed1_3x2_hard.PNG]]&lt;br /&gt;
&lt;br /&gt;
The aquifer does not cover the whole map; the haunted area doesn't either.&amp;lt;br/&amp;gt;I, of course, use my [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:15, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Doubleplusgood Seed #3480279584 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Doubleplusgood.png]]&lt;br /&gt;
&lt;br /&gt;
This is a rather cozy 5x4 area, it has all the basics, except for sand and surface river. &lt;br /&gt;
&lt;br /&gt;
* A ridiculous amount of adamantite (at least 3 levels of demon-free ore for a total of 215 units, 3 more levels with stairs (looks cool) away from the pits with probably at least twice that amount - i counted nearly 150 in a single level, and it got denser further down... the stairs connected to the pits themselves which don't have that much adamantite, maybe a hundred more or so. That's a lot!&lt;br /&gt;
* Magma pocket thingy (underground, doesn't extend all the way to the bottom either. about 4 levels high)&lt;br /&gt;
* Underground river&lt;br /&gt;
* A big cave lake (exposed)&lt;br /&gt;
* Some magnetite (single level, only one of 'em big round glob cluster things)&lt;br /&gt;
* Plenty of vegetation&lt;br /&gt;
* Round chasm&lt;br /&gt;
* Many ores, like copper and gold&lt;br /&gt;
* Tons (and I mean TONS) of limestone. Literally half the map.&lt;br /&gt;
* Tons of obsidian if you care about that. Literally, the other half of the map.&lt;br /&gt;
* If you need charcoal just burn the damn trees.&lt;br /&gt;
&lt;br /&gt;
It's possible that you can find more iron ore if you extend the map to the east, north and or/south.[[User:Sergius|Sergius]] 00:13, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Jackpot Seed: #7777777 ====&lt;br /&gt;
&lt;br /&gt;
6 rejects, made on Vista with version 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jackpot.png]]&lt;br /&gt;
&lt;br /&gt;
Very nice location with damn near everything in an average-size region.&lt;br /&gt;
&lt;br /&gt;
* '''Sand:''' In the bottom-left swamp area, also some at the top-middle.&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Yes.&lt;br /&gt;
* '''Flux:''' Some limestone up at the top-middle. Extend north to get more.&lt;br /&gt;
* '''Iron Ore:''' Should be a big splotch of magnetite up in the limestone.&lt;br /&gt;
* '''River:''' Above and below ground.&lt;br /&gt;
* '''Adamantine:''' Yes.&lt;br /&gt;
* '''Chasm:''' Yes.&lt;br /&gt;
* '''Magma:''' Yes; only four layers, though.&lt;br /&gt;
* '''Rock:''' All four types.&lt;br /&gt;
* '''Neighboring Civs:''' All four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only thing it doesn't have is a cave lake.--[[User:Untelligent|Untelligent]] 15:17, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Near-Perfect Seed?====&lt;br /&gt;
&lt;br /&gt;
3636098340&lt;br /&gt;
&lt;br /&gt;
120 rejects, made on XP with 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Perfect.png]]&lt;br /&gt;
&lt;br /&gt;
This location can be extended another row to the North to greatly increase the number of trees.&lt;br /&gt;
&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Heavily forested, thick shrubs&lt;br /&gt;
* '''Flux:''' Unknown&lt;br /&gt;
* '''Ore:''' All but platinum&lt;br /&gt;
* '''Water:''' Brook, underground lake + river, lake is exposed&lt;br /&gt;
* '''Adamantine:''' Yes&lt;br /&gt;
* '''Chasm:''' Yes&lt;br /&gt;
* '''Magma:''' Yes, exposed&lt;br /&gt;
* '''Neighboring Civs:''' Unknown, believed to be all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Everything Seed 3x8 or 2x8 (1437770750)====&lt;br /&gt;
&lt;br /&gt;
[[Image:1437770750_3x8.jpg]]&lt;br /&gt;
&lt;br /&gt;
This location has everything located in a 3x8 or a 2x8 if you remove the brook. It has lava, demons, an underground river, lots of flux &amp;amp; magnetite, bauxite, lots of sand, trees, plants &amp;amp; ogres. It also has a medium-sized 3-ZLevel aquifer in the middle of the map. The river seems to be frozen during winter time and it does not have very steep cliffs (only 5 ZLevels from the highest point). (found with 0x517A5D's wonderful Regional Prospector w/ lava in the region map) --[[User:Polpoint|Polpoint]] 00:31, 20 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Polpoint</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5600</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5600"/>
		<updated>2008-01-20T05:33:36Z</updated>

		<summary type="html">&lt;p&gt;Polpoint: /* Seeds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt; &lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.  I've made an attempt to provide a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magma (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/smata_sagus.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 324316224 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/ruspospazmon.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/emeecamo_ametha.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected. This disrupts the sequence of psudeorandom numbers. As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name. Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''0.23.169.33g''' or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
====Chicken Seed: #389311515====&lt;br /&gt;
[[Image:Chickenseedfix.png]]&lt;br /&gt;
&lt;br /&gt;
Only one reject. The location shown above has some magma right next to a brook... Lots of trees and plants, and plenty of sand. If you don't feel like you need the hills to the south, you can shrink the area a bit, there's nothing much else down that way.&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Seed #223885 - Pretty much what I have been waiting for ====&lt;br /&gt;
&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG|643px]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Realm of Forever Start Seed #3094533934 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Cyclopean Planet of Tempests Seed #697480228 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Just another seed, I thought wold be nice (1291184248, v.33g) ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed1291184248.PNG|500px]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm (two of them, actually)&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*magnetite (at least one big cluster)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
&lt;br /&gt;
*warm climate&lt;br /&gt;
*most dangerous animals - wolves&lt;br /&gt;
*access to all civs&lt;br /&gt;
&lt;br /&gt;
Starting in the {{K|F2}} biome will give you almost ideal starting position near the cliff wall, surrounded by trees, with a couple of nearby pools for your fish lovers (turtles, yay!).&lt;br /&gt;
&lt;br /&gt;
==== A tiny but interesting location.  Seed 1 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:0x517A5D_seed1_3x2_hard.PNG]]&lt;br /&gt;
&lt;br /&gt;
The aquifer does not cover the whole map; the haunted area doesn't either.&amp;lt;br/&amp;gt;I, of course, use my [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:15, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Doubleplusgood Seed #3480279584 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Doubleplusgood.png]]&lt;br /&gt;
&lt;br /&gt;
This is a rather cozy 5x4 area, it has all the basics, except for sand and surface river. &lt;br /&gt;
&lt;br /&gt;
* A ridiculous amount of adamantite (at least 3 levels of demon-free ore for a total of 215 units, 3 more levels with stairs (looks cool) away from the pits with probably at least twice that amount - i counted nearly 150 in a single level, and it got denser further down... the stairs connected to the pits themselves which don't have that much adamantite, maybe a hundred more or so. That's a lot!&lt;br /&gt;
* Magma pocket thingy (underground, doesn't extend all the way to the bottom either. about 4 levels high)&lt;br /&gt;
* Underground river&lt;br /&gt;
* A big cave lake (exposed)&lt;br /&gt;
* Some magnetite (single level, only one of 'em big round glob cluster things)&lt;br /&gt;
* Plenty of vegetation&lt;br /&gt;
* Round chasm&lt;br /&gt;
* Many ores, like copper and gold&lt;br /&gt;
* Tons (and I mean TONS) of limestone. Literally half the map.&lt;br /&gt;
* Tons of obsidian if you care about that. Literally, the other half of the map.&lt;br /&gt;
* If you need charcoal just burn the damn trees.&lt;br /&gt;
&lt;br /&gt;
It's possible that you can find more iron ore if you extend the map to the east, north and or/south.[[User:Sergius|Sergius]] 00:13, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Jackpot Seed: #7777777 ====&lt;br /&gt;
&lt;br /&gt;
6 rejects, made on Vista with version 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jackpot.png]]&lt;br /&gt;
&lt;br /&gt;
Very nice location with damn near everything in an average-size region.&lt;br /&gt;
&lt;br /&gt;
* '''Sand:''' In the bottom-left swamp area, also some at the top-middle.&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Yes.&lt;br /&gt;
* '''Flux:''' Some limestone up at the top-middle. Extend north to get more.&lt;br /&gt;
* '''Iron Ore:''' Should be a big splotch of magnetite up in the limestone.&lt;br /&gt;
* '''River:''' Above and below ground.&lt;br /&gt;
* '''Adamantine:''' Yes.&lt;br /&gt;
* '''Chasm:''' Yes.&lt;br /&gt;
* '''Magma:''' Yes; only four layers, though.&lt;br /&gt;
* '''Rock:''' All four types.&lt;br /&gt;
* '''Neighboring Civs:''' All four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only thing it doesn't have is a cave lake.--[[User:Untelligent|Untelligent]] 15:17, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Near-Perfect Seed?====&lt;br /&gt;
&lt;br /&gt;
3636098340&lt;br /&gt;
&lt;br /&gt;
120 rejects, made on XP with 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Perfect.png]]&lt;br /&gt;
&lt;br /&gt;
This location can be extended another row to the North to greatly increase the number of trees.&lt;br /&gt;
&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Heavily forested, thick shrubs&lt;br /&gt;
* '''Flux:''' Unknown&lt;br /&gt;
* '''Ore:''' All but platinum&lt;br /&gt;
* '''Water:''' Brook, underground lake + river, lake is exposed&lt;br /&gt;
* '''Adamantine:''' Yes&lt;br /&gt;
* '''Chasm:''' Yes&lt;br /&gt;
* '''Magma:''' Yes, exposed&lt;br /&gt;
* '''Neighboring Civs:''' Unknown, believed to be all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Everything Seed 3x8 or 2x8 (1437770750)====&lt;br /&gt;
&lt;br /&gt;
[[Image:1437770750_3x8.jpg]]&lt;br /&gt;
&lt;br /&gt;
This location has everything located in a 3x8 or a 2x8 if you remove the brook. It has lava, demons, an underground river, lots of flux &amp;amp; magnetite, lots of sand, trees, plants &amp;amp; ogres. The river seems to be frozen ~1/4 of the year. It does not have very steep cliffs. (found with 0x517A5D's wonderful Regional Prospector w/ lava in the region map) --[[User:Polpoint|Polpoint]] 00:31, 20 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Polpoint</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:1437770750_3x8.jpg&amp;diff=35197</id>
		<title>File:1437770750 3x8.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:1437770750_3x8.jpg&amp;diff=35197"/>
		<updated>2008-01-20T04:55:35Z</updated>

		<summary type="html">&lt;p&gt;Polpoint: seed 1437770750
3x8 or 2x8 with everything.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;seed 1437770750&lt;br /&gt;
3x8 or 2x8 with everything.&lt;/div&gt;</summary>
		<author><name>Polpoint</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29971</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29971"/>
		<updated>2008-01-12T22:02:34Z</updated>

		<summary type="html">&lt;p&gt;Polpoint: /* Seekret Projekt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Build ==&lt;br /&gt;
&lt;br /&gt;
Interesting setup you've got there. I run something similar, though not completely abusive to game limits. (Leg+5 in everything? comeon! :P)&lt;br /&gt;
&lt;br /&gt;
Got one guy with proficient in everything, while the rest have no skills and are purely haulers and pre-dabbling farmers.&lt;br /&gt;
Hauling and farming were the only tasks I decided to free my 'hero' dwarf from, since they're so god-awfully time consuming.&lt;br /&gt;
&lt;br /&gt;
As for items: A single full suit of steel armor and one of each weapon, with only a handful of bolts, should an errant fire imp come over in the first season.&lt;br /&gt;
A couple dozen of each booze and both plump helmet and spawn, with 11 each of the remaining seeds.&lt;br /&gt;
Of course the mandatory 1 each of food and whatnot.&lt;br /&gt;
A hefty stock of giant cave spider thread to jumpstart my trading power (a single shoe will go for no less than 900 I think... initial investment is only 120p each)&lt;br /&gt;
A miscellany of assorted bars, wood, ores, and stone to spend the remaining points.&lt;br /&gt;
Also took along 3 wardogs for some additional protection and 10 cattle to get a herd going.&lt;br /&gt;
&lt;br /&gt;
All-in-all I limit myself to 32000 total points, as it's the highest clean number that the signed integer will accept in a once-off edit.&lt;br /&gt;
Also used adjust start to give me 10 dwarves, and set Max_Pop to only 7, so no immigrants unless I get really short on helpers.&lt;br /&gt;
&lt;br /&gt;
My guy's got something of a demi-god complex too, as his name is Master, the rest are named Servant, and the world is &amp;quot;Kôr Nòm&amp;quot; (Master of God). Remembered to look it up when I dabbled with the Regional Prospector ;)&lt;br /&gt;
&lt;br /&gt;
Anyways, saw that you had a very similar idea for a build and thought you might want to hear you're not the only one going for the &amp;quot;God and Servants&amp;quot; route ;)&lt;br /&gt;
--[[User:n9103|n9103]] 01:49, 20 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Search Function ==&lt;br /&gt;
&lt;br /&gt;
It may be helpful to make it clear the search function used in your version-independent code examples is a user-define function and is not associated with the STL search algorithm. I would also recommend posting the source files for search function, or commenting that they are available from the enable magma buildings zip file&lt;br /&gt;
&lt;br /&gt;
--[[User:Masdus|Masdus]] 22:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's a good point about search().  I've just renamed it hexsearch() in my most recent (not yet released) source.&amp;lt;br/&amp;gt;I had started to document the search patterns in a more generic way, but decided that (a) it took me too long to translate, and (b) few of the target audience would be able and willing to retranslate into their own search-like functions.  So I just started cutting and pasting patterns out of my source.&amp;lt;br/&amp;gt;As for posing the source to hexsearch(), I think that the target audience can track it down.  (If we could host arbitrary files directly on this wiki, I would.  I just think it's too big to put into a &amp;amp;lt;code&amp;amp;gt; block.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:17, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
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== Reverse questions ==&lt;br /&gt;
&lt;br /&gt;
As you seem to have delved into the UI, do you know where the displayed map coordinates are stored? (not the cursor coordinates) [[User:Bartavelle|Bartavelle]] 07:44, 8 January 2008 (EST)&lt;br /&gt;
:Which map?  I suspect you're talking about Dwarf Fortress mode post-embark, in the actual gameplay.  And my answer is no, I haven't looked for that.  As a half-assed guess, look in the block of data (.33g) from 0146963C to 014696BC (near other map data variables), and from 00906294 to 009062B4 (near the mouse-coord-on-map variables).&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:26, 8 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Polpoint</name></author>
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