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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=175416</id>
		<title>v0.34 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=175416"/>
		<updated>2012-07-17T14:06:53Z</updated>

		<summary type="html">&lt;p&gt;Scribbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any feedback here and sign with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is still slightly out of date... For example, kennels appear to only train vermin--[[Special:Contributions/173.3.16.92|173.3.16.92]] 02:45, 21 April 2012 (UTC)&lt;br /&gt;
==Newbie question about trade depot==&lt;br /&gt;
I'm a newbie. This guide indicates that I should have my trade depot at the end of a hall that is one space wide. If I do that, the caravan can't reach the depot when it comes. Should I widen the hallway when a caravan arrives, or will it be too late? Also, if I widen the hallway, how can I make it narrow again to tighten my defense?[[Special:Contributions/24.151.147.137|24.151.147.137]] 13:03, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That &amp;quot;Level 0&amp;quot; image was probably from one of the 0.31.x versions where wagons were broken.  In the current version, wagons are back, so you should make a 3-wide path to your trade depot.  You'll need to ensure that wagons have an accessible path ''before'' they show up.  If the caravan arrives and there's no path, the wagons will vanish and you'll just get the merchants with single pack animals.  --[[User:Greycat|Greycat]] 14:02, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm out of practice and a few versions behind and I got lost when I was told to put the hall before the depot and then found out I couldn't trap the hall after all. --[[User:Scribbler|Scribbler]] 14:06, 17 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Better farm plot explanation ==&lt;br /&gt;
Another Newbie here, first off: thanks for the guide! But, expanding the &amp;quot;Sustenance by plow&amp;quot;-paragraph about how to identify soil/how to identify possible places for a farm plots would help very much, especially about how to find good places underground witgout knowing where to search. 16:42, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== inaccuracies ==&lt;br /&gt;
&lt;br /&gt;
Reposted from the forum:&lt;br /&gt;
The quickstart guide has what appears to be a couple pieces outdated info, at least from my limited/nooby knowledge. I want to check that they are inaccurate before I change them.&lt;br /&gt;
&lt;br /&gt;
1: &amp;quot;Also make some shields out of wood (since the shield's material doesn't matter for defensive purposes), unless you're swimming in metal.&amp;quot;&lt;br /&gt;
 - Materials do matter now, right? (according to the armor page)&lt;br /&gt;
&lt;br /&gt;
2: &amp;quot;Build a kennel and train some war animals&amp;quot; --[[Special:Contributions/173.3.16.92|173.3.16.92]] 17:01, 13 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
3: &amp;quot;Create stone fall traps near the start of your entry hall&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=109473.0 traps block wagon access], perhaps a section on designing a wagon accessible trapped entry hall should be added?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, I'm a beginner, and this part caused a lot of confusion for me, it wasn't until I read your link that I realised it's a recent change, and that's why traps are blocking my wagons, I guess it means I'm going to have to work out how to fix it myself, but it would be nice if a pro could update it a little, or at least add in this new change so noobs aren't confused at this point and left floundering, like I was... Thanks also to everyone who helped create this guide!!! I definitely wouldn't have bothered learning if it wasn't for this! [[User:Fleecemaster|Fleecemaster]] 12:55, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More Extensive Layout Examples == &lt;br /&gt;
For a complete beginner like me, it got kind of confusing when we were told good things to put on floor 0, -1, and then skipped straight to floor -9, and then back up to -2.  Then all that empty space in between, I'm personally a bit lost as to what should be put on which floor. I know it's up to us, but I'm not sure why we had to skip so many floors if there's nothing to even put there.  A section about what should be put near what for efficiency would be nice.  [[User:Hesuchia|Hesuchia]] 18:44, 18 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Explanations ==&lt;br /&gt;
Hey, I'm also a beginner, but I read in the &amp;quot;bedroom&amp;quot; section that the bedrooms should be built deep to keep away from noise, such as woodcutting on the surface. I think this is why the tutorial suggests building the bedroom so low, and leaving such a large gap! Hope this helps! [[User:Fleecemaster|Fleecemaster]] 12:37, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Agreed, if something can be summed up in a sentence or two, then it should be in there.--[[User:Scribbler|Scribbler]] 14:06, 17 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms == &lt;br /&gt;
Just wanted to point out that trying to build beds, cabinets, and coffers, all at once is a bit labor-intensive and nearly impossible to keep up with once the bigger migrations start popping up. I think that the Cabinets + Coffers part should maybe be added as a suggestion to do eventually, as it is by no means necessary to do in the early stages of the game.&lt;/div&gt;</summary>
		<author><name>Scribbler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=175415</id>
		<title>v0.34 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=175415"/>
		<updated>2012-07-17T14:05:51Z</updated>

		<summary type="html">&lt;p&gt;Scribbler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any feedback here and sign with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is still slightly out of date... For example, kennels appear to only train vermin--[[Special:Contributions/173.3.16.92|173.3.16.92]] 02:45, 21 April 2012 (UTC)&lt;br /&gt;
==Newbie question about trade depot==&lt;br /&gt;
I'm a newbie. This guide indicates that I should have my trade depot at the end of a hall that is one space wide. If I do that, the caravan can't reach the depot when it comes. Should I widen the hallway when a caravan arrives, or will it be too late? Also, if I widen the hallway, how can I make it narrow again to tighten my defense?[[Special:Contributions/24.151.147.137|24.151.147.137]] 13:03, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That &amp;quot;Level 0&amp;quot; image was probably from one of the 0.31.x versions where wagons were broken.  In the current version, wagons are back, so you should make a 3-wide path to your trade depot.  You'll need to ensure that wagons have an accessible path ''before'' they show up.  If the caravan arrives and there's no path, the wagons will vanish and you'll just get the merchants with single pack animals.  --[[User:Greycat|Greycat]] 14:02, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm out of practice and a few versions behind and I got lost when I was told to put the hall before the depot and then found out I couldn't trap the hall after all. &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Better farm plot explanation ==&lt;br /&gt;
Another Newbie here, first off: thanks for the guide! But, expanding the &amp;quot;Sustenance by plow&amp;quot;-paragraph about how to identify soil/how to identify possible places for a farm plots would help very much, especially about how to find good places underground witgout knowing where to search. 16:42, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== inaccuracies ==&lt;br /&gt;
&lt;br /&gt;
Reposted from the forum:&lt;br /&gt;
The quickstart guide has what appears to be a couple pieces outdated info, at least from my limited/nooby knowledge. I want to check that they are inaccurate before I change them.&lt;br /&gt;
&lt;br /&gt;
1: &amp;quot;Also make some shields out of wood (since the shield's material doesn't matter for defensive purposes), unless you're swimming in metal.&amp;quot;&lt;br /&gt;
 - Materials do matter now, right? (according to the armor page)&lt;br /&gt;
&lt;br /&gt;
2: &amp;quot;Build a kennel and train some war animals&amp;quot; --[[Special:Contributions/173.3.16.92|173.3.16.92]] 17:01, 13 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
3: &amp;quot;Create stone fall traps near the start of your entry hall&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=109473.0 traps block wagon access], perhaps a section on designing a wagon accessible trapped entry hall should be added?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, I'm a beginner, and this part caused a lot of confusion for me, it wasn't until I read your link that I realised it's a recent change, and that's why traps are blocking my wagons, I guess it means I'm going to have to work out how to fix it myself, but it would be nice if a pro could update it a little, or at least add in this new change so noobs aren't confused at this point and left floundering, like I was... Thanks also to everyone who helped create this guide!!! I definitely wouldn't have bothered learning if it wasn't for this! [[User:Fleecemaster|Fleecemaster]] 12:55, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More Extensive Layout Examples == &lt;br /&gt;
For a complete beginner like me, it got kind of confusing when we were told good things to put on floor 0, -1, and then skipped straight to floor -9, and then back up to -2.  Then all that empty space in between, I'm personally a bit lost as to what should be put on which floor. I know it's up to us, but I'm not sure why we had to skip so many floors if there's nothing to even put there.  A section about what should be put near what for efficiency would be nice.  [[User:Hesuchia|Hesuchia]] 18:44, 18 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Explanations ==&lt;br /&gt;
Hey, I'm also a beginner, but I read in the &amp;quot;bedroom&amp;quot; section that the bedrooms should be built deep to keep away from noise, such as woodcutting on the surface. I think this is why the tutorial suggests building the bedroom so low, and leaving such a large gap! Hope this helps! [[User:Fleecemaster|Fleecemaster]] 12:37, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Agreed, if something can be summed up in a sentence or two, then it should be in there.&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bedrooms == &lt;br /&gt;
Just wanted to point out that trying to build beds, cabinets, and coffers, all at once is a bit labor-intensive and nearly impossible to keep up with once the bigger migrations start popping up. I think that the Cabinets + Coffers part should maybe be added as a suggestion to do eventually, as it is by no means necessary to do in the early stages of the game.&lt;/div&gt;</summary>
		<author><name>Scribbler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=175414</id>
		<title>v0.34 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=175414"/>
		<updated>2012-07-17T14:03:38Z</updated>

		<summary type="html">&lt;p&gt;Scribbler: /* Newbie question about trade depot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any feedback here and sign with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is still slightly out of date... For example, kennels appear to only train vermin--[[Special:Contributions/173.3.16.92|173.3.16.92]] 02:45, 21 April 2012 (UTC)&lt;br /&gt;
==Newbie question about trade depot==&lt;br /&gt;
I'm a newbie. This guide indicates that I should have my trade depot at the end of a hall that is one space wide. If I do that, the caravan can't reach the depot when it comes. Should I widen the hallway when a caravan arrives, or will it be too late? Also, if I widen the hallway, how can I make it narrow again to tighten my defense?[[Special:Contributions/24.151.147.137|24.151.147.137]] 13:03, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That &amp;quot;Level 0&amp;quot; image was probably from one of the 0.31.x versions where wagons were broken.  In the current version, wagons are back, so you should make a 3-wide path to your trade depot.  You'll need to ensure that wagons have an accessible path ''before'' they show up.  If the caravan arrives and there's no path, the wagons will vanish and you'll just get the merchants with single pack animals.  --[[User:Greycat|Greycat]] 14:02, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm out of practice and a few versions behind and I got lost when I was told to put the hall before the depot and then found out I couldn't trap the hall after all.&lt;br /&gt;
&lt;br /&gt;
== Better farm plot explanation ==&lt;br /&gt;
Another Newbie here, first off: thanks for the guide! But, expanding the &amp;quot;Sustenance by plow&amp;quot;-paragraph about how to identify soil/how to identify possible places for a farm plots would help very much, especially about how to find good places underground witgout knowing where to search. 16:42, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== inaccuracies ==&lt;br /&gt;
&lt;br /&gt;
Reposted from the forum:&lt;br /&gt;
The quickstart guide has what appears to be a couple pieces outdated info, at least from my limited/nooby knowledge. I want to check that they are inaccurate before I change them.&lt;br /&gt;
&lt;br /&gt;
1: &amp;quot;Also make some shields out of wood (since the shield's material doesn't matter for defensive purposes), unless you're swimming in metal.&amp;quot;&lt;br /&gt;
 - Materials do matter now, right? (according to the armor page)&lt;br /&gt;
&lt;br /&gt;
2: &amp;quot;Build a kennel and train some war animals&amp;quot; --[[Special:Contributions/173.3.16.92|173.3.16.92]] 17:01, 13 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
3: &amp;quot;Create stone fall traps near the start of your entry hall&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=109473.0 traps block wagon access], perhaps a section on designing a wagon accessible trapped entry hall should be added?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, I'm a beginner, and this part caused a lot of confusion for me, it wasn't until I read your link that I realised it's a recent change, and that's why traps are blocking my wagons, I guess it means I'm going to have to work out how to fix it myself, but it would be nice if a pro could update it a little, or at least add in this new change so noobs aren't confused at this point and left floundering, like I was... Thanks also to everyone who helped create this guide!!! I definitely wouldn't have bothered learning if it wasn't for this! [[User:Fleecemaster|Fleecemaster]] 12:55, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More Extensive Layout Examples == &lt;br /&gt;
For a complete beginner like me, it got kind of confusing when we were told good things to put on floor 0, -1, and then skipped straight to floor -9, and then back up to -2.  Then all that empty space in between, I'm personally a bit lost as to what should be put on which floor. I know it's up to us, but I'm not sure why we had to skip so many floors if there's nothing to even put there.  A section about what should be put near what for efficiency would be nice.  [[User:Hesuchia|Hesuchia]] 18:44, 18 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Explanations ==&lt;br /&gt;
Hey, I'm also a beginner, but I read in the &amp;quot;bedroom&amp;quot; section that the bedrooms should be built deep to keep away from noise, such as woodcutting on the surface. I think this is why the tutorial suggests building the bedroom so low, and leaving such a large gap! Hope this helps! [[User:Fleecemaster|Fleecemaster]] 12:37, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Agreed, if something can be summed up in a sentence or two, then it should be in there.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms == &lt;br /&gt;
Just wanted to point out that trying to build beds, cabinets, and coffers, all at once is a bit labor-intensive and nearly impossible to keep up with once the bigger migrations start popping up. I think that the Cabinets + Coffers part should maybe be added as a suggestion to do eventually, as it is by no means necessary to do in the early stages of the game.&lt;/div&gt;</summary>
		<author><name>Scribbler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=175413</id>
		<title>v0.34 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Quickstart_guide&amp;diff=175413"/>
		<updated>2012-07-17T13:59:39Z</updated>

		<summary type="html">&lt;p&gt;Scribbler: /* More Extensive Layout Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any feedback here and sign with &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is still slightly out of date... For example, kennels appear to only train vermin--[[Special:Contributions/173.3.16.92|173.3.16.92]] 02:45, 21 April 2012 (UTC)&lt;br /&gt;
==Newbie question about trade depot==&lt;br /&gt;
I'm a newbie. This guide indicates that I should have my trade depot at the end of a hall that is one space wide. If I do that, the caravan can't reach the depot when it comes. Should I widen the hallway when a caravan arrives, or will it be too late? Also, if I widen the hallway, how can I make it narrow again to tighten my defense?[[Special:Contributions/24.151.147.137|24.151.147.137]] 13:03, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That &amp;quot;Level 0&amp;quot; image was probably from one of the 0.31.x versions where wagons were broken.  In the current version, wagons are back, so you should make a 3-wide path to your trade depot.  You'll need to ensure that wagons have an accessible path ''before'' they show up.  If the caravan arrives and there's no path, the wagons will vanish and you'll just get the merchants with single pack animals.  --[[User:Greycat|Greycat]] 14:02, 26 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Better farm plot explanation ==&lt;br /&gt;
Another Newbie here, first off: thanks for the guide! But, expanding the &amp;quot;Sustenance by plow&amp;quot;-paragraph about how to identify soil/how to identify possible places for a farm plots would help very much, especially about how to find good places underground witgout knowing where to search. 16:42, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== inaccuracies ==&lt;br /&gt;
&lt;br /&gt;
Reposted from the forum:&lt;br /&gt;
The quickstart guide has what appears to be a couple pieces outdated info, at least from my limited/nooby knowledge. I want to check that they are inaccurate before I change them.&lt;br /&gt;
&lt;br /&gt;
1: &amp;quot;Also make some shields out of wood (since the shield's material doesn't matter for defensive purposes), unless you're swimming in metal.&amp;quot;&lt;br /&gt;
 - Materials do matter now, right? (according to the armor page)&lt;br /&gt;
&lt;br /&gt;
2: &amp;quot;Build a kennel and train some war animals&amp;quot; --[[Special:Contributions/173.3.16.92|173.3.16.92]] 17:01, 13 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
3: &amp;quot;Create stone fall traps near the start of your entry hall&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=109473.0 traps block wagon access], perhaps a section on designing a wagon accessible trapped entry hall should be added?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, I'm a beginner, and this part caused a lot of confusion for me, it wasn't until I read your link that I realised it's a recent change, and that's why traps are blocking my wagons, I guess it means I'm going to have to work out how to fix it myself, but it would be nice if a pro could update it a little, or at least add in this new change so noobs aren't confused at this point and left floundering, like I was... Thanks also to everyone who helped create this guide!!! I definitely wouldn't have bothered learning if it wasn't for this! [[User:Fleecemaster|Fleecemaster]] 12:55, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More Extensive Layout Examples == &lt;br /&gt;
For a complete beginner like me, it got kind of confusing when we were told good things to put on floor 0, -1, and then skipped straight to floor -9, and then back up to -2.  Then all that empty space in between, I'm personally a bit lost as to what should be put on which floor. I know it's up to us, but I'm not sure why we had to skip so many floors if there's nothing to even put there.  A section about what should be put near what for efficiency would be nice.  [[User:Hesuchia|Hesuchia]] 18:44, 18 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Explanations ==&lt;br /&gt;
Hey, I'm also a beginner, but I read in the &amp;quot;bedroom&amp;quot; section that the bedrooms should be built deep to keep away from noise, such as woodcutting on the surface. I think this is why the tutorial suggests building the bedroom so low, and leaving such a large gap! Hope this helps! [[User:Fleecemaster|Fleecemaster]] 12:37, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Agreed, if something can be summed up in a sentence or two, then it should be in there.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms == &lt;br /&gt;
Just wanted to point out that trying to build beds, cabinets, and coffers, all at once is a bit labor-intensive and nearly impossible to keep up with once the bigger migrations start popping up. I think that the Cabinets + Coffers part should maybe be added as a suggestion to do eventually, as it is by no means necessary to do in the early stages of the game.&lt;/div&gt;</summary>
		<author><name>Scribbler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14936</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14936"/>
		<updated>2008-12-11T19:17:54Z</updated>

		<summary type="html">&lt;p&gt;Scribbler: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They could be moved to the seed pages for older versions. A lot of the older maps have completely different features(magma, hidden fun stuff, underground lakes) than advertised when played on 38c. --[[User:Doniazade|Doniazade]] 09:49, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
I'd like that, particularly the &amp;quot;other&amp;quot; column. It leaves room for unusual things that people might want to know.&amp;lt;br /&amp;gt;&lt;br /&gt;
There's also room to go beyond the regional prospector options to record things like cliffs, roads, wars, sedimentary layers, obsidian and so on that people sometimes look for. Maybe instead of a simple yes/no details could be used where available. So for something with 3 layers of soil would list 3 instead of yes. Sand might list black, yellow or multiple if there's several colors. Either the rock layers could get a column, like soil, and then have gabbro or marble or whatever listed or could the rock layer just list the kind of rock (ign-ext, sed, etc.) and then use a click-to-hide spoiler type thing to show detail? (The contents list on various pages has it, but I can't see how to do it with other things, if you even can.)&amp;lt;br /&amp;gt;(Rambling 'cause I'm at work.)[[User:Scribbler|Scribbler]] 14:17, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I could not recreate exactly the starting area using the folder provided.  The landscape has changed slightly. --[[User:Aristoi|Aristoi]] 10:14, 8 August 2008 (EDT) [[Image:Smata Sagus Starting Area.JPG|none|thumb|The starting area is a bit different (v0.28.181.39e)]]&lt;br /&gt;
:Yeah, I imagine that's due to the way the game now smooths shores and mountain range edges beyond what it did back in 33g. --[[User:Janus|Janus]] 12:40, 8 August 2008 (EDT)&lt;br /&gt;
::Will all the minerals and magma still be there? --[[User:Aristoi|Aristoi]] 13:33, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
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== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;br /&gt;
:Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:53, 21 March 2008 (EDT)&lt;br /&gt;
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== Ewèlina, The Enchanted Land ==&lt;br /&gt;
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Rock salt is not a flux. --[[User:GreyMario|GreyMario]] 22:34, 11 April 2008 (EDT)&lt;br /&gt;
:Well that sucks. I thought all the stones listed in white on the embark screen here flux. I live and learn. Updating article. [[User:Yvain|Yvain]] 01:32, 13 April 2008 (EDT)&lt;br /&gt;
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Is the seed right? coz i get the right world name but that map is different... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Balistora|Balistora]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The downloadable worlds were generated in a different version and won't generate the same in the current one. If you want a world to generate a copy of, look at the seeds section of the article. [[User:VengefulDonut|VengefulDonut]] 10:44, 15 April 2008 (EDT)&lt;br /&gt;
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== Xah Rabin - The Dimension of Omen ==&lt;br /&gt;
This map needs a proper description of location and features.--[[User:Doniazade|Doniazade]] 10:44, 11 May 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
==Map Generation for 39a==&lt;br /&gt;
Since there are many more options available in the new version, just having a 'seed' isn't quite enough, esp if many options are changed.  Maybe we could ask toady to get a settings import/export to a file or a hash sequence that we could enter in?  Either that, or we need a whole new table and way to display these settings. [[User:Chrispy|Chrispy]] 00:39, 15 July 2008 (EDT)&lt;br /&gt;
:I added a [[Pregenerated_worlds#World_Generation_Parameter_Sets|parameter set section]]; IMO seeds are dead, parameter sets allow tons more control and they don't have to be typed in manually. --[[User:Zwergner|Zwergner]] 10:45, 22 July 2008 (EDT)&lt;br /&gt;
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== I want a magma pipe + chasm bug ==&lt;br /&gt;
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Can someone find me the seed for one of those bugged volcano ontop of a chasm things? I want to build my fortress near one of those. [[User:Diabl0658|Diabl0658]] 02:20, 30 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Scribbler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hauling&amp;diff=38695</id>
		<title>40d Talk:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hauling&amp;diff=38695"/>
		<updated>2008-10-13T15:13:38Z</updated>

		<summary type="html">&lt;p&gt;Scribbler: /* Strength building */&lt;/p&gt;
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&lt;div&gt;Will dwarves automatically haul whatever they need to make something (e.g.: wooden barrel) at a workshop, or does the specific hauling setting for that item type (e.g.: wood hauling) need to be activated? --[[User:Wabbiteh|Wabbiteh]] 21:58, 7 March 2008 (EST)&lt;br /&gt;
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:Dwarves automatically gather raw materials needed to produce things.  Hauling is only needed to move things into stockpiles or dump them in a designated dumping zone. [[User:Bouchart|Bouchart]] 22:57, 7 March 2008 (EST)&lt;br /&gt;
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== Strength building ==&lt;br /&gt;
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This article could use some more details, such as the fact hauling stone is a good method for building strength of dwarves (namely, soldiers in training).  If anyone knows the formula, and if it applies to more than just stone, that may be helpful.{{unsigned|Eddie}}18:56, 5 July 2008 &lt;br /&gt;
:I have rock haulers - who have no other task enabled - who have been rock haulers for several years. They are no stronger then when they started. Miners develop strength far more quickly and it would seem pump operators too but I haven't done anything with pumps yet.[[User:GarrieIrons|GarrieIrons]] 02:17, 6 July 2008 (EDT)&lt;br /&gt;
: According to the [[experience]] page Dwarfs only gain attributes from tasks associated with a skill. As there is no hauling skill, dwarfs don't get strength from lugging stone around.{{unsigned|Dangerous Beans}}&lt;br /&gt;
: I built a single useless pump and set all my haulers to run it manually. They take turns gaining experience while the others do their duties. [[User:Scribbler|Scribbler]] 11:13, 13 October 2008 (EDT)&lt;br /&gt;
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== Umm, metal bars? ==&lt;br /&gt;
Is this Item or stone? {{unsigned|Drunken}}&lt;br /&gt;
:Bars/Blocks -[[User:Fuzzy|Fuzzy]] 17:12, 30 September 2008 (EDT)&lt;br /&gt;
:Oh, right... :-p wrong paradigm. In my experience, it's Item hauling. I've seen people with stone-hauling turned off move the bars. -[[User:Fuzzy|Fuzzy]] 17:13, 30 September 2008 (EDT)&lt;br /&gt;
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== Trade Depot Hauling ==&lt;br /&gt;
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I just saw a dwarf who only has the Burial, Refuse and Cleaning hauling-tasks listed on my Unit menu with the task &amp;quot;Bring Item to Depot.&amp;quot; Does this imply that all dwarves will bring items to the Trade Depot, or is this just some kind of fluke? [[User:RomeoFalling|RomeoFalling]] 07:47, 13 October 2008 (EDT)&lt;br /&gt;
: Pretty sure it's everyone just like harvesting. Unlike harvesting, there's no way to turn this off, although it is on the list of cancellable jobs. -[[User:Fuzzy|Fuzzy]] 08:26, 13 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Scribbler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41670</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41670"/>
		<updated>2008-10-09T20:40:25Z</updated>

		<summary type="html">&lt;p&gt;Scribbler: /* Farming */&lt;/p&gt;
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&lt;div&gt;== PREF tokens ==&lt;br /&gt;
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Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
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I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;br /&gt;
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* I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --[[User:Toastdieb|Toastdieb]] 16:52, 19 June 2008 (EDT)&lt;br /&gt;
* My latest fort on the same settings had 2 guys that prefer certain wood types, and 4 that prefer certain gemstones. All 7 of them have stone and metal preferences though. So maybe the tokens force dwarves to have a type preference for stone/metals/etc. I'll run a few more test forts to see if I can confirm. --[[User:Toastdieb|Toastdieb]] 00:19, 20 June 2008 (EDT)&lt;br /&gt;
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===Farming===&lt;br /&gt;
So turning both [INDOOR_FARMING] and [OUTDOOR_FARMING] off seems to disable the option to take any seeds at all at the embark screen. Either that or for some reason neither of my two civs in entirely different worlds had any seeds. I'm assuming this means turning both of them on would allow you to take above-ground and subterranean plant seeds. Can anyone confirm? --[[User:Toastdieb|Toastdieb]] 17:03, 19 June 2008 (EDT)&lt;br /&gt;
*I turned them both on, and it allowed me to take above-ground seeds only. This may be a civ issue, as I *thought* I saw subterranean seeds in one of my test worlds. --[[User:Toastdieb|Toastdieb]] 23:09, 19 June 2008 (EDT)&lt;br /&gt;
*My newest test world using the same settings gave me access to both above-ground and subterranean seeds and plants. So farming tags allow access to both types of seeds, though it doesn't guarantee that you'll get both. --[[User:Toastdieb|Toastdieb]] 01:32, 22 June 2008 (EDT)&lt;br /&gt;
*Try generating a new world. I think you only get access to whatever your parent civilization has so even though you *could* take above ground seeds, the founding dwarves didn't have any as they were generated without them, but I can't confirm this while I'm at work. [[User:Scribbler|Scribbler]] 16:40, 9 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Scribbler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10344</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10344"/>
		<updated>2008-09-26T18:24:57Z</updated>

		<summary type="html">&lt;p&gt;Scribbler: &lt;/p&gt;
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&lt;div&gt;=== Stockpile categories ===&lt;br /&gt;
'''[[Ore]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ore will be brought here. This is one of the simpler stockpiles.&lt;br /&gt;
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.&lt;br /&gt;
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You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar&lt;br /&gt;
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Should this page be retitled &amp;quot;Stockpile&amp;quot; to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)&lt;br /&gt;
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==Custom Catastrophe==&lt;br /&gt;
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According to the forums, and my own experiences, the &amp;quot;Custom&amp;quot; category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking).&lt;br /&gt;
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)&lt;br /&gt;
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== Bins ==&lt;br /&gt;
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how do I make my bins get to the &amp;quot;right&amp;quot; stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a &amp;quot;finished goods&amp;quot; stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)&lt;br /&gt;
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:Raw objects generally can't be put in bins, only &amp;quot;processed&amp;quot; goods.  For instance, [[block]]s can be put in bins, but not raw stone.  The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)&lt;br /&gt;
::Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.[[User:GarrieIrons|GarrieIrons]] 01:42, 8 July 2008 (EDT)&lt;br /&gt;
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== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows exactly what this does? It seems that stockpiles set to &amp;quot;unusable&amp;quot; will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)&lt;br /&gt;
:I use this when I kill kobolds etc - all the weapons my dwarf collect of '''hostile''' creatures then go into the same bin. I can't use them, but I ''can'' drag one bin all at once to the visiting [[trading|merchant]] - ker-ching! They  sell pretty well.&lt;br /&gt;
:But I agree, it should be that any weapon dwarves cannot use should end up there.[[User:GarrieIrons|GarrieIrons]] 02:53, 14 February 2008 (EST)&lt;br /&gt;
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== my dear cook ==&lt;br /&gt;
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preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size?  --[[User:Koltom|Koltom]] 02:36, 14 February 2008 (EST)&lt;br /&gt;
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:The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?&lt;br /&gt;
:It seems to be, &amp;quot;forbid&amp;quot; everything but make sure &amp;quot;Prepared food&amp;quot; is turned on. But &amp;quot;prepared food&amp;quot; seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.[[User:GarrieIrons|GarrieIrons]] 05:40, 27 February 2008 (EST)&lt;br /&gt;
: well, you could use a refuse pile with only prepared meals enabled...--[[User:Koltom|Koltom]] 14:39, 29 February 2008 (EST)&lt;br /&gt;
:: to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--[[User:Koltom|Koltom]] 22:03, 3 March 2008 (EST)&lt;br /&gt;
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== Stone Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
:Just got it, I had ignore minerals. Sorry.--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Scribbler</name></author>
	</entry>
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