<?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=Pruwyben</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=Pruwyben"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Pruwyben"/>
	<updated>2026-05-27T06:22:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Limestone&amp;diff=159626</id>
		<title>v0.31:Limestone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Limestone&amp;diff=159626"/>
		<updated>2012-01-30T06:51:14Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:41, 26 December 2010 (UTC)}}{{layerlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Like [[dolomite]] and [[chalk]], '''limestone''' is a [[flux]] stone which forms entire [[sedimentary layer]]s. In addition, limestone layers are the only sedimentary layers to contain [[galena]] or [[malachite]].&lt;br /&gt;
&lt;br /&gt;
In general, limestone layers tend to yield more ores and gems per volume mined than those of other stones, which makes them a prime candidate for exploratory mining. Any overburden thus generated will also be doubly valuable compared to regular stone for crafting as a result of limestone's flux property.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Limestone&amp;quot; is also the name of the seventh month of the dwarven [[calendar]], covering early Autumn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Limestone.jpg|Limestone&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone_layers&amp;diff=150924</id>
		<title>v0.31:Stone layers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone_layers&amp;diff=150924"/>
		<updated>2011-06-30T23:56:11Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: /* Metamorphic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:30, 8 November 2010 (UTC)}}''(For layering armor, see {{L|Armor#Size, Permit, and layering armor|Armor:Size, Permit, and layering armor}})''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four types of '''stone layers''' in Dwarf Fortress. Each has different types of {{L|ore}} and {{L|gems}} available. Layers are extremely important in site selection because it determines what {{L|metal}}s there are to work with. Layers also help in determining where to begin {{L|exploratory mining}} depending on what is needed for the fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sedimentary ==&lt;br /&gt;
{{main|Sedimentary layer|l1 = Sedimentary layer}}&lt;br /&gt;
&lt;br /&gt;
Often includes {{L|bituminous coal|coal}}, {{L|iron}} {{L|ore}}, and all but one of the {{L|flux}} {{L|stone|stones}}, all the components for making {{L|steel}}. Never found in the same {{L|biome}} as igneous extrusive. Full to the brim with valuable and useful deposits. Only place to find {{L|bituminous coal}} and {{L|lignite}}, and {{L|iron}} {{L|ore}} in {{L|cluster|large clusters}} ({{L|magnetite}}). Good choice for {{L|exploratory mining}}.&lt;br /&gt;
&lt;br /&gt;
== Metamorphic ==&lt;br /&gt;
{{main|Metamorphic layer|l1 = Metamorphic layer}}&lt;br /&gt;
&lt;br /&gt;
Contains a small variety of ores, but tends to be rich in gems. Includes {{L|marble}}, the only non-{{L|Sedimentary layer|sedimentary}} {{L|flux}}. If there are no {{L|flux}} {{L|sedimentary}} layers, metamorphic layers can be useful in the early stages, but the lack of weapon quality {{L|ore}} (besides {{L|copper}} and {{L|silver}}) make it a poor choice for full scale {{L|exploratory mining}} in the early game.&lt;br /&gt;
&lt;br /&gt;
== Igneous extrusive ==&lt;br /&gt;
{{main|Igneous extrusive layer|l1 = Igneous extrusive layer}}&lt;br /&gt;
&lt;br /&gt;
It is likely to include metal {{L|ore|ores}}. It also indicates a good chance of {{L|magma}} being present in some form or another above the {{L|magma sea}}. Never found in the same {{L|biome}} as sedimentary. Igneous extrusive layers can contain {{L|vein|veins}} of {{L|Hematite}}, an ore of {{L|iron}}.&lt;br /&gt;
&lt;br /&gt;
== Igneous intrusive ==&lt;br /&gt;
{{main|Igneous intrusive layer|l1 = Igneous intrusive layer}}&lt;br /&gt;
&lt;br /&gt;
Like extrusive, also often contains {{L|magma}}, but farther down typically.&lt;br /&gt;
Often contains gold or copper ore.&lt;br /&gt;
&lt;br /&gt;
== Other layers ==&lt;br /&gt;
&lt;br /&gt;
=== Soil ===&lt;br /&gt;
{{main|Soil|l1 = Soil}}&lt;br /&gt;
&lt;br /&gt;
When soil is present, it will always be the top layer or two, above any stone layers. Appears in brown on the embark menu. Useful for growing {{L|crops}} and storage, but provides no rock for building. &lt;br /&gt;
&lt;br /&gt;
=== Aquifer ===&lt;br /&gt;
{{main|Aquifer|l1 = Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is not a separate layer, but overlaps one or more layers of stone or soil.  When viewing the layers on the embark menu, it is indicated by a line of blue tildes(~) next to the layer(s) involved. This layer of water-generating stone can be used as a water source, but also can be a potential barrier to all layers below it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' {{L|Stone}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Stone Layers| }}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Z-axis&amp;diff=150653</id>
		<title>v0.31:Z-axis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Z-axis&amp;diff=150653"/>
		<updated>2011-06-23T22:16:37Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: /* Keeping track of where you are */  clarified &amp;quot;total elevation&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|02:34, 25 May 2010 (UTC)}}&lt;br /&gt;
''(If you're looking for information on the {{key|z}} key, see {{L|Status}} screen)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third axis is known in math as the '''z-axis'''.  It measures &amp;quot;up and down&amp;quot; distances.  A '''z-level''' is one layer of the map that can be viewed at a time.  Changing z-levels is done with the {{k|/}} (up) and {{k|*}} (down) keys.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== 3 dimensions ==&lt;br /&gt;
&lt;br /&gt;
It's easy to think of a graph with an x-axis and a y-axis, right?&lt;br /&gt;
&lt;br /&gt;
In the Dwarf Fortress map view, traveling east or west moves you along the x-axis, and traveling north or south moves you along the y-axis. Traveling higher or deeper moves you along the z-axis.&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png]]&lt;br /&gt;
&lt;br /&gt;
The z-axis, as you can see, is perpendicular to both the x-axis and the y-axis to create a 3D coordinate system, which is what Dwarf Fortress is based in.&lt;br /&gt;
&lt;br /&gt;
Thus, objects described with only two axes are two-dimensional, whilst objects with depth measured along the z-axis are three-dimensional.&lt;br /&gt;
&lt;br /&gt;
The z-axis is believed to be in part of the game engine that calculates accuracy of weapons based on where dwarves are, how missiles fly, and other similar considerations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To move up and down, use {{k|&amp;lt;}} and {{k|&amp;gt;}} (which are {{k|shift}}{{k|,}} and {{k|shift}}{{k|.}} in most keyboard layouts).  You can also move up and down using the numpad with {{k|shift}}{{k|5}} and {{k|ctrl}}{{k|5}}, which is especially convenient for players who use the numpad for horizontal navigation.&lt;br /&gt;
&lt;br /&gt;
== Keeping track of where you are ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, the right-hand margin shows your location on the z-axis.  Blue is above ground, brown is below ground, and the bright spot in the middle (yellow or cyan) shows the current level. This reflects the elevation profile for the spot the cursor is currently over. Moving up or down will not change the position of the bright marker, but will instead shift the whole bar under it. The number at the top shows how many levels above or below the surface the spot currently is. The number at the bottom is the elevation of the current level relative to the world's lowest ocean depth.&lt;br /&gt;
&lt;br /&gt;
== Boundaries between layers ==&lt;br /&gt;
&lt;br /&gt;
There are effectively two parts to z-layers - the layer itself (the z-level where stuff happens, things exist and dwarfs work), and the boundary* ''between'' those layers/levels.  These &amp;quot;boundaries&amp;quot; are just that - boundaries - they have no thickness, dwarfs and items are never found there, and nothing ever happens there - but they act as barriers between adjacent layers.&lt;br /&gt;
&lt;br /&gt;
:''(* The word &amp;quot;boundary&amp;quot; is not an in-game term. You will never see a boundary, only see the effects when one is pierced, giving access, desired or undesired, between levels.    You can think of the &amp;quot;boundary&amp;quot; as the &amp;quot;floor&amp;quot;, but that's not perfectly accurate in all situations - but close enough to start.)''&lt;br /&gt;
&lt;br /&gt;
So you have something like this...&lt;br /&gt;
&lt;br /&gt;
 Level 0 &lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 LEVEL-1&lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 LEVEL-2&lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 LEVEL-3&lt;br /&gt;
 __________&amp;lt;br /&amp;gt;&lt;br /&gt;
 (etc...)&lt;br /&gt;
&lt;br /&gt;
...where each line is the boundary between the level above and below it.&lt;br /&gt;
&lt;br /&gt;
The barrier is invisible - you only see the different layers.  But once pierced, creatures and items can move/fall through a boundary, and {{L|miasma}} and {{L|flow|fluids}} can pass through as well.  With some actions, you remove just a layer, and with some you also pierce the boundary.&lt;br /&gt;
&lt;br /&gt;
{{L|Mining}} is simply tunneling - you dig out the stuff of the level itself, and never touch the upper or lower boundary.  Tunnels, rooms, and even up {{L|stairs}} exist on single z-levels.  (Downstairs or up/down stairs pierce the lower boundary.)&lt;br /&gt;
&lt;br /&gt;
When you dig a {{L|ramp}}, you pierce the barrier ''above'' you into the z-level above the level you are on. ''(The ramp is on the lower level only, but is also visible from the upper.)''  &lt;br /&gt;
&lt;br /&gt;
When you dig a down-{{L|stairs|stair}} or a {{L|channel}}, you pierce the barrier ''below'' the level you are on.  ''(Note that an upstairs does ''not'' (usually) pierce the layer above it, but requires a down-stair to pierce the boundary above it to provide a path between levels. &lt;br /&gt;
&lt;br /&gt;
Boundaries also act as &amp;quot;support&amp;quot; for {{L|building}}, {{L|construction}}s, and natural formations above them.  If you completely {{L|channel}} out around something, and there is no &amp;quot;layer&amp;quot; supporting it either from above or below, it will {{L|collapse}}.&lt;br /&gt;
&lt;br /&gt;
In open space, the boundaries have already been removed.  {{L|Constructions}}, such as {{L|floor}}s or {{L|wall}}s can replace boundaries between levels, re-sealing them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- needs categories --&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''See also:''&lt;br /&gt;
:* {{L|water}}&lt;br /&gt;
:* {{L|magma}}&lt;br /&gt;
:* {{L|flood}}ing&lt;br /&gt;
:* {{L|miasma}}&lt;br /&gt;
:* [http://mkv25.net/dfma DF Map Archive] - a community site for sharing maps, lets visitors browse vertically through z-levels in exported maps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Basics FAQ}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ethic&amp;diff=150455</id>
		<title>v0.31:Ethic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ethic&amp;diff=150455"/>
		<updated>2011-06-16T19:59:44Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
== List of acceptable ethics tags==&lt;br /&gt;
&lt;br /&gt;
Ethics tags are used in the entity_default raw file to determine how races feel about various issues. Relationships between civs are based on their ethics value numbers in relation to each other; Some yield favourable positive numbers or unfavourable negative numbers that result in ethic/civ conflict. Civs with UNTHINKABLE in a specific ethic will happily go to war with a different civ that has ACCEPTABLE in that same ethic type. &lt;br /&gt;
&lt;br /&gt;
Example usage: [ETHIC:ASSAULT:PUNISH_SERIOUS]&lt;br /&gt;
&lt;br /&gt;
In un-modded DF, this corresponds to wars over eating sapients and elves declaring war on everybody for harming plants and hunting/displaying trophies.&lt;br /&gt;
&lt;br /&gt;
== Ethics types ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
|ASSAULT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EAT_SAPIENT_KILL&lt;br /&gt;
| This determines if the race will sometimes devour dead enemy combatants.&lt;br /&gt;
|-&lt;br /&gt;
|EAT_SAPIENT_OTHER&lt;br /&gt;
| This also determines whatever or not a race is willing to butcher other sapients. &lt;br /&gt;
|-&lt;br /&gt;
|KILL_ANIMAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KILL_ENEMY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KILL_ENTITY_MEMBER&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KILL_NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|KILL_PLANT&lt;br /&gt;
| This determines a race's position towards wood as well. &lt;br /&gt;
|-&lt;br /&gt;
|LYING&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MAKE_TROPHY_ANIMAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MAKE_TROPHY_SAME_RACE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MAKE_TROPHY_SAPIENT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OATH_BREAKING&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SLAVERY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|THEFT&lt;br /&gt;
| This determines whether the race will try to steal goods.&lt;br /&gt;
|-&lt;br /&gt;
|TORTURE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TORTURE_AS_EXAMPLE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TORTURE_FOR_FUN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TORTURE_FOR_INFORMATION&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TREASON&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TRESPASSING&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VANDALISM&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethics values==&lt;br /&gt;
&lt;br /&gt;
Note: Written in alphabetical order, not order of acceptability&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ACCEPTABLE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|APPALLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MISGUIDED&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|NOT_APPLICABLE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|ONLY_IF_SANCTIONED&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PERSONAL_MATTER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PUNISH_CAPITAL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PUNISH_EXILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PUNISH_REPRIMAND&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PUNISH_SERIOUS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|SHUN&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|UNTHINKABLE&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ethics value numbers in relation to each other==&lt;br /&gt;
&lt;br /&gt;
Note: These were given by Toady himself [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
&lt;br /&gt;
JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
   JUSTIFIED_IF_GOOD_REASON +2&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON +1&lt;br /&gt;
   SHUN&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_REPRIMAND&lt;br /&gt;
   PUNISH_SERIOUS&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
      -1&lt;br /&gt;
&lt;br /&gt;
JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
   JUSTIFIED_IF_GOOD_REASON +1&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON +2&lt;br /&gt;
   SHUN&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_REPRIMAND&lt;br /&gt;
   PUNISH_SERIOUS&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -1&lt;br /&gt;
&lt;br /&gt;
JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON +1&lt;br /&gt;
   JUSTIFIED_IF_SELF_DEFENSE +2&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_REPRIMAND&lt;br /&gt;
   PUNISH_SERIOUS&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
   JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
      -1&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -2&lt;br /&gt;
&lt;br /&gt;
ONLY_IF_SANCTIONED&lt;br /&gt;
   ONLY_IF_SANCTIONED +2&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON +1&lt;br /&gt;
   JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_REPRIMAND&lt;br /&gt;
   PUNISH_SERIOUS&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
      -1&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -2&lt;br /&gt;
&lt;br /&gt;
MISGUIDED&lt;br /&gt;
   MISGUIDED +2&lt;br /&gt;
   SHUN&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_REPRIMAND&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
      +1&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -1&lt;br /&gt;
&lt;br /&gt;
SHUN&lt;br /&gt;
   SHUN +2&lt;br /&gt;
   MISGUIDED&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_REPRIMAND&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
      +1&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -1&lt;br /&gt;
&lt;br /&gt;
APPALLING&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -5&lt;br /&gt;
   JUSTIFIED_IF_NO_REPERCUSSIONS -3&lt;br /&gt;
   JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
   ONLY_IF_SANCTIONED&lt;br /&gt;
      -2&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
   JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
      -1&lt;br /&gt;
   SHUN&lt;br /&gt;
   PUNISH_REPRIMAND&lt;br /&gt;
   PUNISH_SERIOUS&lt;br /&gt;
   MISGUIDED&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
      +1&lt;br /&gt;
   APPALLING +2&lt;br /&gt;
&lt;br /&gt;
PUNISH_REPRIMAND&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -5&lt;br /&gt;
   JUSTIFIED_IF_NO_REPERCUSSIONS -3&lt;br /&gt;
   JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
   ONLY_IF_SANCTIONED&lt;br /&gt;
      -2&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
   JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
      -1&lt;br /&gt;
   SHUN&lt;br /&gt;
   PUNISH_SERIOUS&lt;br /&gt;
   APPALLING&lt;br /&gt;
   MISGUIDED&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
      +1&lt;br /&gt;
   PUNISH_REPRIMAND +2&lt;br /&gt;
&lt;br /&gt;
PUNISH_SERIOUS&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -10&lt;br /&gt;
   JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
      -7&lt;br /&gt;
   JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
   ONLY_IF_SANCTIONED&lt;br /&gt;
      -3&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
   JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
      -2&lt;br /&gt;
   SHUN&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
      1&lt;br /&gt;
   PUNISH_SERIOUS +2&lt;br /&gt;
&lt;br /&gt;
PUNISH_EXILE&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -10&lt;br /&gt;
   JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
      -7&lt;br /&gt;
   JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
   ONLY_IF_SANCTIONED&lt;br /&gt;
      -3&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
   JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
      -2&lt;br /&gt;
   SHUN&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_SERIOUS&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
      +1&lt;br /&gt;
   PUNISH_EXILE +2&lt;br /&gt;
&lt;br /&gt;
PUNISH_CAPITAL&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -15&lt;br /&gt;
   JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
      -10&lt;br /&gt;
   JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
   ONLY_IF_SANCTIONED&lt;br /&gt;
      -5&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
   JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
      -3&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_SERIOUS&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
      +1&lt;br /&gt;
   PUNISH_CAPITAL +2&lt;br /&gt;
&lt;br /&gt;
UNTHINKABLE&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      -15&lt;br /&gt;
   JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
      -10&lt;br /&gt;
   JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
   ONLY_IF_SANCTIONED&lt;br /&gt;
      -5&lt;br /&gt;
   JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
   JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
      -3&lt;br /&gt;
   SHUN&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_SERIOUS&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
      +1&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
      +2&lt;br /&gt;
&lt;br /&gt;
JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
PERSONAL_MATTER&lt;br /&gt;
ACCEPTABLE&lt;br /&gt;
   MISGUIDED -1&lt;br /&gt;
   SHUN&lt;br /&gt;
   APPALLING&lt;br /&gt;
   PUNISH_REPRIMAND&lt;br /&gt;
   UNTHINKABLE&lt;br /&gt;
      -2&lt;br /&gt;
   PUNISH_SERIOUS -3&lt;br /&gt;
   PUNISH_EXILE&lt;br /&gt;
   PUNISH_CAPITAL&lt;br /&gt;
      -5&lt;br /&gt;
   JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
   PERSONAL_MATTER&lt;br /&gt;
   ACCEPTABLE&lt;br /&gt;
      +1&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=150425</id>
		<title>v0.31:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=150425"/>
		<updated>2011-06-15T23:40:40Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: /* The Age of... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:33, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Legends''' mode is one of the three main methods of interacting with an already generated {{L|World generation|world}}. You cannot start Legends mode (or {{L|Dwarf fortress mode|Fortress}} or {{L|Adventurer mode|Adventurer}} mode) until you create a new world. &lt;br /&gt;
&lt;br /&gt;
Legends mode allows you to inspect the history of a world. Many players choose to design a world where the option '''Reveal all history''' is set to YES. However, if you set the option to NO, then the the vast majority of the world's history will be hidden from Legends mode, and only uncovered by brave adventurers. In fact, there are many ways for an adventurer to uncover the past. Talk to people in civilized sites and they will tell you of their families, surroundings and local histories. Past events can also be found by viewing {{L|coins}} or items with images, or by visiting an abandoned {{L|fortress}}es and viewing the {{L|engraving|engraved}} tiles within.&lt;br /&gt;
&lt;br /&gt;
You don't have to have an adventure or fortress game active in order to use legend mode. Some players simply enjoy Legends mode for the option of looking at the interactive historical map, or to read about the last time their favorite kingdom went to war, or for the ability to export lists of all the sites and governments active in the world.  &lt;br /&gt;
&lt;br /&gt;
== Number of Events Undiscovered ==&lt;br /&gt;
A self-explanatory number indicating how many &amp;quot;legends&amp;quot; are still lost in the mists of time. If you chose to reveal all history during world generation, the number displayed should be 0. Otherwise, better get out there and adventure some more.&lt;br /&gt;
&lt;br /&gt;
== Historical Figures ==&lt;br /&gt;
The number to the right indicates how many historical figures exist in this world's history. Historical figures include entries on {{L|megabeast}}s, {{L|forgotten beast}}s, {{L|demon}}s, gods, {{L|Dwarf|dwarves}}, {{L|human}}s, {{L|goblin}}s, {{L|kobold}}s, and named {{L|creature}}s.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
The number to the right indicates how many sites have existed throughout this world's history. Sites include things like towns, towers, fortresses, forest retreats, and {{L|cave}}s.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
A list of the various regions of the world, along with the various historical events that occurred within those regions.&lt;br /&gt;
&lt;br /&gt;
== Civilizations and Entities ==&lt;br /&gt;
The number to the right indicates how many civilizations, local governments, and religions have existed throughout this world's history. The histories of these various groups can be viewed as well, detailing events like when a site was founded, when a person was kidnapped, or when a road was completed.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
Structures are buildings found throughout the world. Fortress, towers, shops, taverns and more can all be found in this list.&lt;br /&gt;
&lt;br /&gt;
== Historical Map ==&lt;br /&gt;
The historical map is a relatively new and very cool feature of Legends mode. From here you can view the territorial disputes between different civilizations and entities, including those who were destroyed before your starting year. If you are new to Dwarf Fortress, reading the map may be a little difficult, but play around with these buttons and you might get a better grasp of what you are seeing. Press {{k|Enter}} while looking at the map to change between the political and geographical view of the world. The geographic map is colored (blue seas, gray mountains, green forests etc.) while the political map's background is tan (think parchment) with colored fields corresponding to the territories of different civilizations. Civilizations can lay claim to the same area, causing the colored territory markers to overlap. You can also see how territories changes over time by moving 10 or 100 years forward and back through time. Pressing {{k|c}} while looking at the political map will show local government territories instead of civilizations, but that's generally a pretty messy scene.&lt;br /&gt;
&lt;br /&gt;
== The Age of... ==&lt;br /&gt;
During world generation, the Ages are named for the greatest powers extant in the world. In v0.31, megabeasts are nearly immortal during world gen, so history rarely ever advances beyond the &amp;quot;Age of Myth&amp;quot;, although with a small enough world, or a modded game you can get names like &amp;quot;The Age of the Titan and Hydra&amp;quot;. In previous versions, Ages would commonly advance during world generation (e.g. Age of Legends, Age of Heroes, Age of Humans), this is now extremly rare. When you choose to look at the history of an Age, you will be given a list of all historical events in chronological order. Here you can read the battle reports from various wars, or the duels that took place between long dead champions, or the &amp;lt;s&amp;gt;burninations&amp;lt;/s&amp;gt; rampages of megabeasts amongst the peasants.  For a list of ages and their conditions, see [[DF2010:Calendar#Ages|this page]].&lt;br /&gt;
&lt;br /&gt;
== XML dump ==&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world, you can dump much of the historical data into an XML file for external analysis. The XML dump currently doesn't include every detail of world history but it contains many of the important ones. Be warned that a large world with a thousand years of history can produce an XML dump up to a full gigabyte in size, which may prove unwieldy. Press {{k|x}} while in Legends mode to produce an XML dump (it will be placed in the root Dwarf Fortress directory and named the same as your game's save folder) See [[XML dump]] for information on the XML file's format.&lt;br /&gt;
&lt;br /&gt;
== Export Map/Gen Information.==&lt;br /&gt;
Another option is to export the map/gen information by pressing {{k|p}} in Legends mode. This produces three .txt files that are placed in the root directory of Dwarf Fortress, named after the save file you're viewing:&lt;br /&gt;
# (save name)-world_gen_param.txt - contains the world generation settings. &lt;br /&gt;
# {{L|World History file|(save name)-world_history.txt}} - Includes some information about the deities, and rulers of the Human, Dwarven, Elven, and Goblin civilizations. &lt;br /&gt;
# {{L|World Sites file|(save name)-world_sites_and_pops.txt}}  - Lists the sites' population, owner, parent civilization and warlord. This one will also list all the animal populations above and below ground including demons.&lt;br /&gt;
&lt;br /&gt;
== Export Detailed Map ==&lt;br /&gt;
Pressing {{k|d}} in Legends mode reveals a list of the different kinds map you can export. The Images are exported to the root directory when you highlight the one you want and pressing {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
*'''Standard biome+site map&lt;br /&gt;
*{{L|Advanced_world_generation#Elevation|Elevations}} incl. lake and ocean floors&lt;br /&gt;
*{{L|Advanced_world_generation#Elevation|Elevations}} respecting water level&lt;br /&gt;
*{{L|Advanced_world_generation#Temperature|Temperature}}&lt;br /&gt;
*{{L|Advanced_world_generation#Rainfall|Rainfall}}&lt;br /&gt;
*{{L|Advanced_world_generation#Drainage|Drainage}}&lt;br /&gt;
*{{L|Advanced_world_generation#Savagery|Savagery}}&lt;br /&gt;
*{{L|Advanced_world_generation#Volcanism|Volcanism}}&lt;br /&gt;
*{{L|Vegetation|Current vegetation}}&lt;br /&gt;
*{{L|Evil}}&lt;br /&gt;
*{{L|Water|Salinity}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Standard biome and site map.png|Biome &amp;amp; site map&lt;br /&gt;
Image:World_graphic-el-region5-203-10075.PNG|Elevation incl. lake and ocean floors&lt;br /&gt;
Image:World_graphic-elw-region5-203-10075.PNG|Elevation respecting water level&lt;br /&gt;
Image:World graphic-tmp-region5-203-10075.PNG|Temperature&lt;br /&gt;
Image:World_graphic-rain-region5-203-10075.PNG|Rainfall&lt;br /&gt;
Image:World_graphic-drn-region5-203-10075.PNG|Drainage&lt;br /&gt;
Image:World_graphic-sav-region5-203-10075.PNG|Savagery&lt;br /&gt;
Image:World_graphic-vol-region5-203-10075.PNG|Volcanism&lt;br /&gt;
Image:World_graphic-veg-region5-203-10075.PNG|Current vegetation&lt;br /&gt;
Image:World_graphic-evil-region5-203-10075.PNG|Evil&lt;br /&gt;
Image:World_graphic-sal-region5-203-10075.PNG|Salinity&lt;br /&gt;
Image:modified map.png|Modified&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last image is produced using the following steps.&lt;br /&gt;
&lt;br /&gt;
1. You need to export Elevations Including Lake and Ocean Floors (this is your height-map), Elevation Respecting Water Level (this is for figuring out ocean boundaries) and Current Vegetation.&lt;br /&gt;
&lt;br /&gt;
2. Open your elevations map in photoshop or paintshop or whatever you use. That's your base layer. Colorize it brownish.&lt;br /&gt;
&lt;br /&gt;
3. Open your water levels elevation map and select the blue, invert and delete everything that isn't water. Place this &amp;quot;water&amp;quot; on a new layer above your brown elevation map. Play with the transparency until you have an effect of shallow coasts and deep oceans, 70-80% looks good. Adjust the color if you think the blue is too dark.&lt;br /&gt;
&lt;br /&gt;
4. Open your vegetation map and paste as a new layer above the water. Colorize it greenish, set the blend mode to &amp;quot;color&amp;quot; - this blends the color/saturation but doesn't mess with the lightness so you can see the elevation under your &amp;quot;foliage&amp;quot;. Blend mode &amp;quot;Hue&amp;quot; has a similar effect, use whichever you prefer. Adjust transparency of this layer (~60%) or you won't have any brown show through.&lt;br /&gt;
&lt;br /&gt;
5. Import the rainfall like above and add as a new layer above the rest. Blend mode Lighten so only the light areas show. You'll see there's only a few gaps you can see through because this is literally all the rain in the world- you only want the heavy parts as &amp;quot;clouds&amp;quot;. If you adjust the brightness you'll create more gaps but your clouds will become darker. Use the curves tool instead- see pic for a nice setting. Then use a weal blur or average effect to take the hard edges off the new clouds.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=150424</id>
		<title>v0.31:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=150424"/>
		<updated>2011-06-15T23:39:15Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: /* The Age of... */ fixed link that had led to 40d page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:33, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Legends''' mode is one of the three main methods of interacting with an already generated {{L|World generation|world}}. You cannot start Legends mode (or {{L|Dwarf fortress mode|Fortress}} or {{L|Adventurer mode|Adventurer}} mode) until you create a new world. &lt;br /&gt;
&lt;br /&gt;
Legends mode allows you to inspect the history of a world. Many players choose to design a world where the option '''Reveal all history''' is set to YES. However, if you set the option to NO, then the the vast majority of the world's history will be hidden from Legends mode, and only uncovered by brave adventurers. In fact, there are many ways for an adventurer to uncover the past. Talk to people in civilized sites and they will tell you of their families, surroundings and local histories. Past events can also be found by viewing {{L|coins}} or items with images, or by visiting an abandoned {{L|fortress}}es and viewing the {{L|engraving|engraved}} tiles within.&lt;br /&gt;
&lt;br /&gt;
You don't have to have an adventure or fortress game active in order to use legend mode. Some players simply enjoy Legends mode for the option of looking at the interactive historical map, or to read about the last time their favorite kingdom went to war, or for the ability to export lists of all the sites and governments active in the world.  &lt;br /&gt;
&lt;br /&gt;
== Number of Events Undiscovered ==&lt;br /&gt;
A self-explanatory number indicating how many &amp;quot;legends&amp;quot; are still lost in the mists of time. If you chose to reveal all history during world generation, the number displayed should be 0. Otherwise, better get out there and adventure some more.&lt;br /&gt;
&lt;br /&gt;
== Historical Figures ==&lt;br /&gt;
The number to the right indicates how many historical figures exist in this world's history. Historical figures include entries on {{L|megabeast}}s, {{L|forgotten beast}}s, {{L|demon}}s, gods, {{L|Dwarf|dwarves}}, {{L|human}}s, {{L|goblin}}s, {{L|kobold}}s, and named {{L|creature}}s.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
The number to the right indicates how many sites have existed throughout this world's history. Sites include things like towns, towers, fortresses, forest retreats, and {{L|cave}}s.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
A list of the various regions of the world, along with the various historical events that occurred within those regions.&lt;br /&gt;
&lt;br /&gt;
== Civilizations and Entities ==&lt;br /&gt;
The number to the right indicates how many civilizations, local governments, and religions have existed throughout this world's history. The histories of these various groups can be viewed as well, detailing events like when a site was founded, when a person was kidnapped, or when a road was completed.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
Structures are buildings found throughout the world. Fortress, towers, shops, taverns and more can all be found in this list.&lt;br /&gt;
&lt;br /&gt;
== Historical Map ==&lt;br /&gt;
The historical map is a relatively new and very cool feature of Legends mode. From here you can view the territorial disputes between different civilizations and entities, including those who were destroyed before your starting year. If you are new to Dwarf Fortress, reading the map may be a little difficult, but play around with these buttons and you might get a better grasp of what you are seeing. Press {{k|Enter}} while looking at the map to change between the political and geographical view of the world. The geographic map is colored (blue seas, gray mountains, green forests etc.) while the political map's background is tan (think parchment) with colored fields corresponding to the territories of different civilizations. Civilizations can lay claim to the same area, causing the colored territory markers to overlap. You can also see how territories changes over time by moving 10 or 100 years forward and back through time. Pressing {{k|c}} while looking at the political map will show local government territories instead of civilizations, but that's generally a pretty messy scene.&lt;br /&gt;
&lt;br /&gt;
== The Age of... ==&lt;br /&gt;
During world generation, the Ages are named for the greatest powers extant in the world. In v0.31, megabeasts are nearly immortal during world gen, so history rarely ever advances beyond the &amp;quot;Age of Myth&amp;quot;, although with a small enough world, or a modded game you can get names like &amp;quot;The Age of the Titan and Hydra&amp;quot;. In previous versions, Ages would commonly advance during world generation (e.g. Age of Legends, Age of Heroes, Age of Humans), this is now extremly rare. When you choose to look at the history of an Age, you will be given a list of all historical events in chronological order. Here you can read the battle reports from various wars, or the duels that took place between long dead champions, or the &amp;lt;s&amp;gt;burninations&amp;lt;/s&amp;gt; rampages of megabeasts amongst the peasants.  For a list of ages and their conditions, see [[Calendar#Ages|this page]].&lt;br /&gt;
&lt;br /&gt;
== XML dump ==&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world, you can dump much of the historical data into an XML file for external analysis. The XML dump currently doesn't include every detail of world history but it contains many of the important ones. Be warned that a large world with a thousand years of history can produce an XML dump up to a full gigabyte in size, which may prove unwieldy. Press {{k|x}} while in Legends mode to produce an XML dump (it will be placed in the root Dwarf Fortress directory and named the same as your game's save folder) See [[XML dump]] for information on the XML file's format.&lt;br /&gt;
&lt;br /&gt;
== Export Map/Gen Information.==&lt;br /&gt;
Another option is to export the map/gen information by pressing {{k|p}} in Legends mode. This produces three .txt files that are placed in the root directory of Dwarf Fortress, named after the save file you're viewing:&lt;br /&gt;
# (save name)-world_gen_param.txt - contains the world generation settings. &lt;br /&gt;
# {{L|World History file|(save name)-world_history.txt}} - Includes some information about the deities, and rulers of the Human, Dwarven, Elven, and Goblin civilizations. &lt;br /&gt;
# {{L|World Sites file|(save name)-world_sites_and_pops.txt}}  - Lists the sites' population, owner, parent civilization and warlord. This one will also list all the animal populations above and below ground including demons.&lt;br /&gt;
&lt;br /&gt;
== Export Detailed Map ==&lt;br /&gt;
Pressing {{k|d}} in Legends mode reveals a list of the different kinds map you can export. The Images are exported to the root directory when you highlight the one you want and pressing {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
*'''Standard biome+site map&lt;br /&gt;
*{{L|Advanced_world_generation#Elevation|Elevations}} incl. lake and ocean floors&lt;br /&gt;
*{{L|Advanced_world_generation#Elevation|Elevations}} respecting water level&lt;br /&gt;
*{{L|Advanced_world_generation#Temperature|Temperature}}&lt;br /&gt;
*{{L|Advanced_world_generation#Rainfall|Rainfall}}&lt;br /&gt;
*{{L|Advanced_world_generation#Drainage|Drainage}}&lt;br /&gt;
*{{L|Advanced_world_generation#Savagery|Savagery}}&lt;br /&gt;
*{{L|Advanced_world_generation#Volcanism|Volcanism}}&lt;br /&gt;
*{{L|Vegetation|Current vegetation}}&lt;br /&gt;
*{{L|Evil}}&lt;br /&gt;
*{{L|Water|Salinity}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Standard biome and site map.png|Biome &amp;amp; site map&lt;br /&gt;
Image:World_graphic-el-region5-203-10075.PNG|Elevation incl. lake and ocean floors&lt;br /&gt;
Image:World_graphic-elw-region5-203-10075.PNG|Elevation respecting water level&lt;br /&gt;
Image:World graphic-tmp-region5-203-10075.PNG|Temperature&lt;br /&gt;
Image:World_graphic-rain-region5-203-10075.PNG|Rainfall&lt;br /&gt;
Image:World_graphic-drn-region5-203-10075.PNG|Drainage&lt;br /&gt;
Image:World_graphic-sav-region5-203-10075.PNG|Savagery&lt;br /&gt;
Image:World_graphic-vol-region5-203-10075.PNG|Volcanism&lt;br /&gt;
Image:World_graphic-veg-region5-203-10075.PNG|Current vegetation&lt;br /&gt;
Image:World_graphic-evil-region5-203-10075.PNG|Evil&lt;br /&gt;
Image:World_graphic-sal-region5-203-10075.PNG|Salinity&lt;br /&gt;
Image:modified map.png|Modified&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last image is produced using the following steps.&lt;br /&gt;
&lt;br /&gt;
1. You need to export Elevations Including Lake and Ocean Floors (this is your height-map), Elevation Respecting Water Level (this is for figuring out ocean boundaries) and Current Vegetation.&lt;br /&gt;
&lt;br /&gt;
2. Open your elevations map in photoshop or paintshop or whatever you use. That's your base layer. Colorize it brownish.&lt;br /&gt;
&lt;br /&gt;
3. Open your water levels elevation map and select the blue, invert and delete everything that isn't water. Place this &amp;quot;water&amp;quot; on a new layer above your brown elevation map. Play with the transparency until you have an effect of shallow coasts and deep oceans, 70-80% looks good. Adjust the color if you think the blue is too dark.&lt;br /&gt;
&lt;br /&gt;
4. Open your vegetation map and paste as a new layer above the water. Colorize it greenish, set the blend mode to &amp;quot;color&amp;quot; - this blends the color/saturation but doesn't mess with the lightness so you can see the elevation under your &amp;quot;foliage&amp;quot;. Blend mode &amp;quot;Hue&amp;quot; has a similar effect, use whichever you prefer. Adjust transparency of this layer (~60%) or you won't have any brown show through.&lt;br /&gt;
&lt;br /&gt;
5. Import the rainfall like above and add as a new layer above the rest. Blend mode Lighten so only the light areas show. You'll see there's only a few gaps you can see through because this is literally all the rain in the world- you only want the heavy parts as &amp;quot;clouds&amp;quot;. If you adjust the brightness you'll create more gaps but your clouds will become darker. Use the curves tool instead- see pic for a nice setting. Then use a weal blur or average effect to take the hard edges off the new clouds.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=150347</id>
		<title>v0.31:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=150347"/>
		<updated>2011-06-13T18:58:52Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: /* Mine Shafts on a 6-, 9-, 12-, or 15-grid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you've had enough {{L|Losing|fun}} to have a basic fortress working, it becomes necessary to dig down in search of ores, gems, water, etc. Exploratory mining attempts to dig out as little as possible in order to see as much as is possible, using clever digging patterns.&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Minerals are quite common (as of v0.31.01), reducing the need for extensive exploratory mining to find raw materials.  Instead, the goal of most exploratory mining will be finding special features like {{L|Caverns}} and {{L|Magma}}.&lt;br /&gt;
One might want to dig down to the caverns to find drinkable water, if the surface is all saltwater or winter-frozen ponds.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
Potential dangers include:&lt;br /&gt;
*hostile creatures which inhabit underground areas&lt;br /&gt;
*large pools of liquids ({{L|Water}}, {{L|Magma}})&lt;br /&gt;
*Dehydration - dwarves are quite task oriented and may forget to break for a drink! (Consider giving miners waterskins)&lt;br /&gt;
*{{L|Hidden Fun Stuff|Fun}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
All of the interesting stuff is below you when you start - digging straight down may be the fastest (though not the safest) way to find points of interest.&lt;br /&gt;
&lt;br /&gt;
Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles.&lt;br /&gt;
&lt;br /&gt;
== Exploratory Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
 x = Mined (shaft)&lt;br /&gt;
 ░ = Visible, not mined (wall)&lt;br /&gt;
 ▓ = Not mined, not visible&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': '''100%''' of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task.  Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░ &lt;br /&gt;
......&lt;br /&gt;
░░░░░░&lt;br /&gt;
░░░░░░&lt;br /&gt;
......&lt;br /&gt;
░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a {{L|break}}. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3×3 design.&lt;br /&gt;
&lt;br /&gt;
Larger &amp;quot;tunnel&amp;quot; patterns are suggested to be dug in multiples of &amp;quot;3&amp;quot; to allow for later complete revealing with minimum effort.&lt;br /&gt;
&lt;br /&gt;
=== Ladder Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░░ &lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░░░░.░░░░░.░&lt;br /&gt;
.░..░..░..░.&lt;br /&gt;
░.░░░░░.░░░░&lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░░░░.░░░░░.░&lt;br /&gt;
.░..░..░..░.&lt;br /&gt;
░.░░░░░.░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 25% of the tiles are excavated (1 in 4).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate. Alternating corridors can be mined out to create 5 tile wide rooms of any length... if the extra doors aren't a concern.&lt;br /&gt;
* ''Bottom line'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal every 5 ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░.░░░░.░░&lt;br /&gt;
░.░░░░.░░░&lt;br /&gt;
.░░░░.░░░░&lt;br /&gt;
░░░░.░░░░.&lt;br /&gt;
░░░.░░░░.░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated (1 per 5).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is moderately efficient among those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts, grid of every 3 tiles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.&lt;br /&gt;
&lt;br /&gt;
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers. Or, you could hold down the left mouse button (designating your staircases) whilst changing Z-levels. You'll still need to do it for each shaft individually, but it can be very time-saving.&lt;br /&gt;
&lt;br /&gt;
''For a discussion on optimizing travel times through mineshafts, see {{L|Mineshaft stitching}}.''&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ramps ===&lt;br /&gt;
&lt;br /&gt;
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how {{L|ramp}}s work before trying this one!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&lt;br /&gt;
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░&lt;br /&gt;
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░&lt;br /&gt;
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░&lt;br /&gt;
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░&lt;br /&gt;
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░&lt;br /&gt;
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░&lt;br /&gt;
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 14.3% of the tiles are excavated (1/7).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  {{L|Ramp}}s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).  &lt;br /&gt;
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.&lt;br /&gt;
&lt;br /&gt;
=== Pinwheel Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░X░░XXX░░X░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': In this example about 17.3% of the tiles are being excavated.&lt;br /&gt;
* ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed.&lt;br /&gt;
* ''Visibility'': '''96.6%'''.&lt;br /&gt;
* ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.&lt;br /&gt;
* ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.&lt;br /&gt;
&lt;br /&gt;
=== 7×7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7×7 blocks can easily be converted into 5×5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7×7 rooms, if you center each room on a crossroad; or similarly into a grid of 3x3 rooms, good for workshops, etc. Easily converted into a more thorough 3×3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
If you think you may wish to later use the &amp;quot;rows&amp;quot; method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12.  Wider spacing starts to risk missing even veins.&lt;br /&gt;
&lt;br /&gt;
=== 15×15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
................................&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. Veins would only rarely be hidden in the large 13×13 space left.  The large 13×13 space left in each unit tile can easily conceal quite a lot. &lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15×15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7×7 block design, which may be further converted into a 3×3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12×12 or 18×18 version are also valid options, with obvious dis/advantages.&lt;br /&gt;
&lt;br /&gt;
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15-grid (1/225).&lt;br /&gt;
* ''Target'': Large clusters and up (as above) and underground features.&lt;br /&gt;
* ''Visibility'': from 25% for the 6-grid to 4% for the 15-grid.&lt;br /&gt;
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.&lt;br /&gt;
* ''Bottom line'': This method should be used when you are looking for {{L|caverns}}, or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.&lt;br /&gt;
&lt;br /&gt;
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of &amp;quot;3&amp;quot;.  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pig_iron&amp;diff=150243</id>
		<title>v0.31:Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pig_iron&amp;diff=150243"/>
		<updated>2011-06-11T00:05:08Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: clarified &amp;quot;basic building material&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:22, 29 October 2010 (UTC)}}{{Alloy3&lt;br /&gt;
|name=Pig iron&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:7:1&lt;br /&gt;
|color2=7:0:1&lt;br /&gt;
|tile2=•&lt;br /&gt;
|color3=0:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|steel}} at {{L|smelter}}&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 {{L|Iron}} {{L|bar}}&lt;br /&gt;
* 1 {{L|Flux}} {{L|stone}}&lt;br /&gt;
* 1 {{L|Fuel|Coal}} {{L|bar}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pig iron''' bars can be created at a {{L|smelter}} by a dwarf with the {{L|furnace operating}} labor activated.&lt;br /&gt;
&lt;br /&gt;
The recipe for pig iron is: one {{L|iron}} {{L|bar}}, one {{L|flux}} material and one {{L|fuel}} create one pig iron bar. Note that this fuel is part of the reaction. You will need another item of fuel to power the smelter unless you're using a {{L|magma smelter}}.&lt;br /&gt;
&lt;br /&gt;
Pig iron is used solely as a component in the manufacture of {{L|steel}} and cannot be used for any other purpose other than buildings and constructions allowed by all types of {{L|Bar|bars}}. Dwarves who like pig iron may be happier in a room whose floors and walls are made of it, but otherwise there is little point in keeping spare pig iron bars (aside from {{L|strange mood}}s or the whimsy of your nobility).&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=150239</id>
		<title>v0.31:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=150239"/>
		<updated>2011-06-10T20:39:06Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: /* Construction */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:50, 7 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''wall''' is a either a {{L|map tile}} or a {{L|construction}} that blocks access to {{L|creatures}} and {{L|Flow|fluids}}. The appearance of a constructed wall is similar to that of a {{L|smoothing|smoothed}} natural wall but it works the same as any filled tile composed of mountain rock, {{L|clay}} or {{L|soil}}. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level {{L|building}}s such as {{L|tower}}s complete with roofs by creating {{L|floor}}s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the {{L|digging}} page, naturally occurring walls can be dug out using the {{Key|d}}esignations {{Key|d}}ig command, or c{{Key|h}}annel command.  These tasks are carried out by dwarves with the {{L|mining}} labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall.  These tasks are carried out by dwarves with the {{L|stone detailing}} labor activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals cannot be built from, nor will they support constructions.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all walls, floors and anything built with the {{K|b}}-{{K|C}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very last designation you make will be the very first thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor, but you can build a wall on top of another constructed wall, even though the upper surface of a wall is otherwise indistinguishable from a constructed floor. &lt;br /&gt;
&lt;br /&gt;
Constructed walls cannot be engraved, but can be carved into {{L|fortification}}s ({{K|d}}esignate - c{{K|a}}rve fortifications). They will block movement, but not {{L|liquid}}s or small objects such as {{L|bolt}}s.&lt;br /&gt;
&lt;br /&gt;
Normal walls are considered 'rough'. By using {{L|stone}}, {{L|glass}}, {{L|wood}}, or {{L|metal}} {{L|block}}s, higher quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a {{L|noble|}}'s {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
As with all {{L|construction}}s, the material used dictates which {{L|labor}} is required to perform the construction.&lt;br /&gt;
&lt;br /&gt;
When building walls, your masons will carry the rocks themselves. A useful tip when building defences is to first make a rock stockpile nearby, and only allow one type of rock in it. When it fills up, remove it, and build the wall.&lt;br /&gt;
&lt;br /&gt;
== Removing Walls ==&lt;br /&gt;
&lt;br /&gt;
To remove a wall, open the {{Key|d}}esignations menu and select {{Key|n}} Remove Construction. This task will be carried out by any unoccupied dwarf, including {{L|children}} and {{L|noble}}s.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Walls do not have any effect on {{L|Noise|noise}}.&lt;br /&gt;
* If a wall that is the only support for a structure is removed, it will {{L|Cave-in|collapse}}, most likely hurting any dwarves on or around it.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|How do I construct a wall from a particular direction}}?&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=150236</id>
		<title>v0.31:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=150236"/>
		<updated>2011-06-10T18:40:22Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: cleaned up Notes section, removed redundant/incorrect information, added 'fluids' mention to top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:50, 7 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''wall''' is a either a {{L|map tile}} or a {{L|construction}} that blocks access to {{L|creatures}} and {{L|Flow|fluids}}. The appearance of a constructed wall is similar to that of a {{L|smoothing|smoothed}} natural wall but it works the same as any filled tile composed of mountain rock, {{L|clay}} or {{L|soil}}. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level {{L|building}}s such as {{L|tower}}s complete with roofs by creating {{L|floor}}s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the {{L|digging}} page, naturally occurring walls can be dug out using the {{Key|d}}esignations {{Key|d}}ig command, or c{{Key|h}}annel command.  These tasks are carried out by dwarves with the {{L|mining}} labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall.  These tasks are carried out by dwarves with the {{L|stone detailing}} labor activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals can neither be built from, nor will they support constructions.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all walls, floors and anything built with the {{K|b}}-{{K|C}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very last designation you make will be the very first thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor, but you can build a wall on top of another constructed wall, even though the upper surface of a wall is otherwise indistinguishable from a constructed floor. &lt;br /&gt;
&lt;br /&gt;
Constructed walls cannot be engraved, but can be carved into {{L|fortification}}s ({{K|d}}esignate - c{{K|a}}rve fortifications). They will block movement, but not {{L|liquid}}s or small objects such as {{L|bolt}}s.&lt;br /&gt;
&lt;br /&gt;
Normal walls are considered 'rough'. By using {{L|stone}}, {{L|glass}}, {{L|wood}}, or {{L|metal}} {{L|block}}s, higher quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a {{L|noble|}}'s {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
As with all {{L|construction}}s, the material used dictates which {{L|labor}} is required to perform the construction.&lt;br /&gt;
&lt;br /&gt;
When building walls, your masons will carry the rocks themselves. A useful tip when building defences is to first make a rock stockpile nearby, and only allow one type of rock in it. When it fills up, remove it, and build the wall.&lt;br /&gt;
&lt;br /&gt;
== Removing Walls ==&lt;br /&gt;
&lt;br /&gt;
To remove a wall, open the {{Key|d}}esignations menu and select {{Key|n}} Remove Construction. This task will be carried out by any unoccupied dwarf, including {{L|children}} and {{L|noble}}s.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Walls do not have any effect on {{L|Noise|noise}}.&lt;br /&gt;
* If a wall that is the only support for a structure is removed, it will {{L|Cave-in|collapse}}, most likely hurting any dwarves on or around it.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|How do I construct a wall from a particular direction}}?&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=150003</id>
		<title>v0.31:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=150003"/>
		<updated>2011-06-06T23:16:06Z</updated>

		<summary type="html">&lt;p&gt;Pruwyben: /* Exploratory Patterns */ Corrected some math&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you've had enough {{L|Losing|fun}} to have a basic fortress working, it becomes necessary to dig down in search of ores, gems, water, etc. Exploratory mining attempts to dig out as little as possible in order to see as much as is possible, using clever digging patterns.&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Minerals are quite common (as of v0.31.01), reducing the need for extensive exploratory mining to find raw materials.  Instead, the goal of most exploratory mining will be finding special features like {{L|Caverns}} and {{L|Magma}}.&lt;br /&gt;
One might want to dig down to the caverns to find drinkable water, if the surface is all saltwater or winter-frozen ponds.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
Potential dangers include:&lt;br /&gt;
*hostile creatures which inhabit underground areas&lt;br /&gt;
*large pools of liquids ({{L|Water}}, {{L|Magma}})&lt;br /&gt;
*Dehydration - dwarves are quite task oriented and may forget to break for a drink! (Consider giving miners waterskins)&lt;br /&gt;
*{{L|Hidden Fun Stuff|Fun}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
All of the interesting stuff is below you when you start - digging straight down may be the fastest (though not the safest) way to find points of interest.&lt;br /&gt;
&lt;br /&gt;
Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles.&lt;br /&gt;
&lt;br /&gt;
== Exploratory Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
 x = Mined (shaft)&lt;br /&gt;
 ░ = Visible, not mined (wall)&lt;br /&gt;
 ▓ = Not mined, not visible&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': '''100%''' of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task.  Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░ &lt;br /&gt;
......&lt;br /&gt;
░░░░░░&lt;br /&gt;
░░░░░░&lt;br /&gt;
......&lt;br /&gt;
░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a {{L|break}}. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3×3 design.&lt;br /&gt;
&lt;br /&gt;
Larger &amp;quot;tunnel&amp;quot; patterns are suggested to be dug in multiples of &amp;quot;3&amp;quot; to allow for later complete revealing with minimum effort.&lt;br /&gt;
&lt;br /&gt;
=== Ladder Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░░ &lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░░░░.░░░░░.░&lt;br /&gt;
.░..░..░..░.&lt;br /&gt;
░.░░░░░.░░░░&lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░░░░.░░░░░.░&lt;br /&gt;
.░..░..░..░.&lt;br /&gt;
░.░░░░░.░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 25% of the tiles are excavated (1 in 4).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate. Alternating corridors can be mined out to create 5 tile wide rooms of any length... if the extra doors aren't a concern.&lt;br /&gt;
* ''Bottom line'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal every 5 ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░.░░░░.░░&lt;br /&gt;
░.░░░░.░░░&lt;br /&gt;
.░░░░.░░░░&lt;br /&gt;
░░░░.░░░░.&lt;br /&gt;
░░░.░░░░.░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated (1 per 5).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is moderately efficient among those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts, grid of every 3 tiles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.&lt;br /&gt;
&lt;br /&gt;
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers. Or, you could hold down the left mouse button (designating your staircases) whilst changing Z-levels. You'll still need to do it for each shaft individually, but it can be very time-saving.&lt;br /&gt;
&lt;br /&gt;
''For a discussion on optimizing travel times through mineshafts, see {{L|Mineshaft stitching}}.''&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ramps ===&lt;br /&gt;
&lt;br /&gt;
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how {{L|ramp}}s work before trying this one!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&lt;br /&gt;
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░&lt;br /&gt;
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░&lt;br /&gt;
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░&lt;br /&gt;
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░&lt;br /&gt;
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░&lt;br /&gt;
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░&lt;br /&gt;
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 14.3% of the tiles are excavated (1/7).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  {{L|Ramp}}s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).  &lt;br /&gt;
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.&lt;br /&gt;
&lt;br /&gt;
=== Pinwheel Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░X░░XXX░░X░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': In this example about 17.3% of the tiles are being excavated.&lt;br /&gt;
* ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed.&lt;br /&gt;
* ''Visibility'': '''96.6%'''.&lt;br /&gt;
* ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.&lt;br /&gt;
* ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.&lt;br /&gt;
&lt;br /&gt;
=== 7×7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7×7 blocks can easily be converted into 5×5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7×7 rooms, if you center each room on a crossroad; or similarly into a grid of 3x3 rooms, good for workshops, etc. Easily converted into a more thorough 3×3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
If you think you may wish to later use the &amp;quot;rows&amp;quot; method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12.  Wider spacing starts to risk missing even veins.&lt;br /&gt;
&lt;br /&gt;
=== 15×15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
................................&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. Veins would only rarely be hidden in the large 13×13 space left.  The large 13×13 space left in each unit tile can easily conceal quite a lot. &lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15×15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7×7 block design, which may be further converted into a 3×3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12×12 or 18×18 version are also valid options, with obvious dis/advantages.&lt;br /&gt;
&lt;br /&gt;
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15 grid (1/225).&lt;br /&gt;
* ''Target'': Large clusters and up (as above) and underground features.&lt;br /&gt;
* ''Visibility'': from 25% for the 6-grid to 4% for the 15 grid.&lt;br /&gt;
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.&lt;br /&gt;
* ''Bottom line'': This method should be used when you are looking for {{L|caverns}}, or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.&lt;br /&gt;
&lt;br /&gt;
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of &amp;quot;3&amp;quot;.  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Pruwyben</name></author>
	</entry>
</feed>