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		<title>Gem</title>
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		<updated>2025-04-11T15:35:45Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: &amp;quot;tapered&amp;quot; cut gems are called &amp;quot;trillion&amp;quot; cut in-game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional|16:42, 13 January 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:gem_sprite_preview.png|right]]Small clusters of rough '''gems''' can be found almost anywhere while [[mining]]. After they have been mined by a [[miner]] and cut by a [[gem cutter]], a [[gem setter]] can use them to [[encrust]] [[furniture]], [[crafts]], and [[ammunition]]. In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Cut gems''' can also be used to create [[window]]s and are often required as a source material for [[legendary artifact]]s. Gem-encrusted [[weapon]]s and [[armor]] can be found in-game, but cannot be made in fortress mode.  Stones, except the various types of clay, can also be cut into gems.&lt;br /&gt;
&lt;br /&gt;
There are a total of 130 different kinds of gems, 127 excluding the three kinds of [[glass]]. Of these, 57 are ornamental, 58 semi-precious, 4 precious and 8 rare.&lt;br /&gt;
&lt;br /&gt;
A large variety of cut gems can be brought by and requested from the dwarven caravan. You cannot import rough gems with the exception of raw [[glass]], which human and dwarven caravans can bring. &lt;br /&gt;
&lt;br /&gt;
Exactly 5% of all rough gems will be cut into a single [[Useless_crap|craft]] or '''large gem''' (with 1 craft for every 8 large gems), and the same occurs with raw glass (but with different ratios - 33% of all jobs, producing 11 crafts for every 16 large gems). Note that these will ''replace'' a cut gem and cannot be used to encrust goods. The value of such crafts can easily reach hundreds, even several thousand in the case of valuable gems and good craftsdwarfship. A dwarf in the throes of a [[strange mood]] can take a single gem and cut it into a [[legendary artifact]] known as a &amp;quot;perfect gem&amp;quot; - this is simply a special name for an artifact large gem.&lt;br /&gt;
&lt;br /&gt;
If you have any bags of sand, you can also manufacture [[Glass|raw glass]], which is the same as a lower-value, uncut gem.&lt;br /&gt;
&lt;br /&gt;
[[Gizzard stone]]s are found as a by-product when butchering some animals, and can be used like cut gems. Only a few animal species give gizzard stones, but each member of such a species butchered will yield one, which can lead to a decent supply when you manage to set up an [[ostrich]] or [[elk bird]] farm.&lt;br /&gt;
&lt;br /&gt;
A killed [[amethyst man]] will, logically, drop a rough amethyst, but amethyst men are fairly rare.  Forgotten beasts made of gem will leave a [[corpse]], in some cases weighing thousands of Urists, but the corpse cannot be cut into gems or used in any other way.&lt;br /&gt;
&lt;br /&gt;
You can also direct your dwarves to cut stone, [[shell]], [[horn]] and [[teeth|ivory]] into a '''large gem''' which can be done at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Gems have a base [[value]] of 6 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 20. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 20 times the gem type's value multiplier - see [[gem cutting]] and [[gem setting]]. Large gems have a base value of 10, and can also have a [[quality]] modifier which increases value.&lt;br /&gt;
&lt;br /&gt;
To give an example, a rough green zircon will be worth (6×20=) 120☼, a cut green zircon (20×20=) 400☼ and a masterwork large green zircon (10×20×2+30=) 430☼.&lt;br /&gt;
&lt;br /&gt;
Dwarves who have preferences for certain gems and colors will have a higher-value perception of the items and walls encrusted with, or painted in, them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the premium version of the game, you can also quickly identify low-value uncut gems from the higher-value counterparts by the way they appear in-game - lower-value gems are smaller and do not have as many spikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Gems.png|High value and low value gems]]&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head|class=wikitable}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[green glass]]|value=2|color={{Raw Tile|☼♦|2:0}} dark green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[clear glass]]|value=5|color={{Raw Tile|☼♦|3:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:0&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[crystal glass]]|value=10|color={{Raw Tile|☼♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[amber opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_amber_opal_sprite.png]] [[File:cut_amber_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[aventurine]]|value=3|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_aventurine_sprite.png]] [[File:cut_aventurine_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[banded agate]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_banded_agate_sprite.png]] [[File:cut_banded_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bloodstone]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} sea green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bloodstone_sprite.png]] [[File:cut_bloodstone_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[blue jade]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_jade_sprite.png]] [[File:cut_blue_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bone opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bone_opal_sprite.png]] [[File:cut_bone_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[brown jasper]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_jasper_sprite.png]] [[File:cut_brown_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[carnelian]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} rust&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_carnelian_sprite.png]] [[File:cut_carnelian_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[cherry opal]]|value=10|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cherry_opal_sprite.png]] [[File:cut_cherry_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysocolla]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysocolla_sprite.png]] [[File:cut_chrysocolla_sprite.png]]|fwhere=[[Malachite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysoprase]]|value=2|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoprase_sprite.png]] [[File:cut_chrysoprase_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[citrine]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_citrine_sprite.png]] [[File:cut_citrine_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[clear tourmaline]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_tourmaline_sprite.png]] [[File:cut_clear_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[dendritic agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_dendritic_agate__sprite.png]] [[File:cut_dendritic_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fire agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_agate_sprite.png]] [[File:cut_fire_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fortification agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cardinal&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fortification_agate_sprite.png]] [[File:cut_fortification_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gold opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_gold_opal_sprite.png]] [[File:cut_gold_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gray chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} gray&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_gray_chalcedony_sprite.png]] [[File:cut_gray_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[jasper opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_jasper_opal_sprite.png]] [[File:cut_jasper_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lace agate]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lace_agate_sprite.png]] [[File:cut_lace_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lapis lazuli]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lapis_lazuli_sprite.png]] [[File:cut_lapis_lazuli_sprite.png]]|fwhere=[[Igneous intrusive]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lavender jade]]|value=2|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} heliotrope&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_lavender_jade_sprite.png]] [[File:cut_lavender_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_opal_sprite.png]] [[File:cut_milk_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk quartz]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_quartz_sprite.png]] [[File:cut_milk_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moonstone]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_moonstone_sprite.png]] [[File:cut_moonstone_sprite.png]]|fwhere=[[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[morion]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morion_sprite.png]] [[File:cut_morion_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss agate]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_agate_sprite.png]] [[File:cut_moss_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} moss green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_opal_sprite.png]] [[File:cut_moss_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_opal_sprite.png]] [[File:cut_onyx_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_sprite.png]] [[File:cut_onyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[picture jasper]]|value=3|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_picture_jasper_sprite.png]] [[File:cut_picture_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pineapple opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pineapple_opal_sprite.png]] [[File:cut_pineapple_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pink jade]]|value=2|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_jade_sprite.png]] [[File:cut_pink_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pipe opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pipe_opal_sprite.png]] [[File:cut_pipe_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[plume agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_plume_agate_sprite.png]] [[File:cut_plume_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_opal_sprite.png]] [[File:cut_prase_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} spring green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_sprite.png]] [[File:cut_prase_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pyrite]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} silver&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pyrite_sprite.png]] [[File:cut_pyrite_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[resin opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_resin_opal_sprite.png]] [[File:cut_resin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rock crystal]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rock_crystal_sprite.png]] [[File:cut_rock_crystal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rose quartz]]|value=3|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rose_quartz_sprite.png]] [[File:cut_rose_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sardonyx]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sardonyx_sprite.png]] [[File:cut_sardonyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sard]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} mahogany&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sard_sprite.png]] [[File:cut_sard_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[schorl]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} taupe dark&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_schorl_sprite.png]] [[File:cut_schorl_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[shell opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_shell_opal_sprite.png]] [[File:cut_shell_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[smoky quartz]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} olive&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_smoky_quartz_sprite.png]] [[File:cut_smoky_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sunstone]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} pumpkin&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_sunstone_sprite.png]] [[File:cut_sunstone_sprite.png]]|fwhere=[[Basalt]], [[Gneiss]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tiger iron]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tiger_iron_sprite.png]] [[File:cut_tiger_iron_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tigereye]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tigereye_sprite.png]] [[File:cut_tigereye_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tube agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tube_agate_sprite.png]] [[File:cut_tube_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[turquoise]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_turquoise_sprite.png]] [[File:cut_turquoise_sprite.png]]|fwhere=[[Igneous extrusive]], [[Kaolinite]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[variscite]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_variscite_sprite.png]] [[File:cut_variscite_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wax opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wax_opal_sprite.png]] [[File:cut_wax_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_chalcedony_sprite.png]] [[File:cut_white_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white jade]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_jade_sprite.png]] [[File:cut_white_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wood opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} dark brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wood_opal_sprite.png]] [[File:cut_wood_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[yellow jasper]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_jasper_sprite.png]] [[File:cut_yellow_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[alexandrite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_alexandrite_sprite.png]] [[File:cut_alexandrite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[almandine]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_almandine_sprite.png]] [[File:cut_almandine_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[amethyst]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} amethyst&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_amethyst_sprite.png]] [[File:cut_amethyst_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[aquamarine]]|value=20|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} aquamarine&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_aquamarine_sprite.png]] [[File:cut_aquamarine_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[bandfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} pearl&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_bandfire_opal_sprite.png]] [[File:cut_bandfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black opal]]|value=30|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_opal_sprite.png]] [[File:cut_black_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black pyrope]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_pyrope_sprite.png]] [[File:cut_black_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black zircon]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_zircon_sprite.png]] [[File:cut_black_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[blue garnet]]|value=30|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_garnet_sprite.png]] [[File:cut_blue_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[brown zircon]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} light brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_zircon_sprite.png]] [[File:cut_brown_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cat's eye]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cats_eye_sprite.png]] [[File:cut_cats_eye_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[chrysoberyl]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} chartreuse&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoberyl_sprite.png]] [[File:cut_chrysoberyl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cinnamon grossular]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cinnamon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_cinnamon_grossular_sprite.png]] [[File:cut_cinnamon_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[claro opal]]|value=20|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_claro_opal_sprite.png]] [[File:cut_claro_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear garnet]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_garnet_sprite.png]] [[File:cut_clear_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear zircon]]|value=25|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_zircon_sprite.png]] [[File:cut_clear_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[crystal opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_crystal_opal_sprite.png]] [[File:cut_crystal_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[demantoid]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_demantoid_sprite.png]] [[File:cut_demantoid_sprite.png]]|fwhere=[[Chromite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[fire opal]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_opal_sprite.png]] [[File:cut_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[golden beryl]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_golden_beryl_sprite.png]] [[File:cut_golden_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[goshenite]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_goshenite_sprite.png]] [[File:cut_goshenite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green jade]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_jade_sprite.png]] [[File:cut_green_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green tourmaline]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_tourmaline_sprite.png]] [[File:cut_green_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green zircon]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_zircon_sprite.png]] [[File:cut_green_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[harlequin opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_harlequin_opal_sprite.png]] [[File:cut_harlequin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[heliodor]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_heliodor_sprite.png]] [[File:cut_heliodor_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[honey yellow beryl]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_honey_yellow_beryl_sprite.png]] [[File:cut_honey_yellow_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[indigo tourmaline]]|value=25|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} indigo&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_indigo_tourmaline_sprite.png]] [[File:cut_indigo_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[jelly opal]]|value=15|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_jelly_opal_sprite.png]] [[File:cut_jelly_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[kunzite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} fuchsia&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_kunzite_sprite.png]] [[File:cut_kunzite_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[levin opal]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_levin_opal_sprite.png]] [[File:cut_levin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[light yellow diamond]]|value=30|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_light_yellow_diamond_sprite.png]] [[File:cut_light_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[melanite]]|value=15|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_melanite_sprite.png]] [[File:cut_melanite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[morganite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} lilac&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morganite_sprite.png]] [[File:cut_morganite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[peridot]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_peridot_sprite.png]] [[File:cut_peridot_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pinfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pinfire_opal_sprite.png]] [[File:cut_pinfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink garnet]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_garnet_sprite.png]] [[File:cut_pink_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink tourmaline]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_tourmaline_sprite.png]] [[File:cut_pink_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[precious fire opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_precious_fire_opal_sprite.png]] [[File:cut_precious_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[purple spinel]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} purple&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_purple_spinel_sprite.png]] [[File:cut_purple_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red beryl]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_beryl_sprite.png]] [[File:cut_red_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red flash opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_flash_opal_sprite.png]] [[File:cut_red_flash_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red grossular]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red pyrope]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red spinel]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red tourmaline]]|value=15|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_tourmaline_sprite.png]] [[File:cut_red_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red zircon]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_zircon_sprite.png]] [[File:cut_red_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rhodolite]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} puce&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_rhodolite_sprite.png]] [[File:cut_rhodolite_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rubicelle]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rubicelle_sprite.png]] [[File:cut_rubicelle_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tanzanite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tanzanite_sprite.png]] [[File:cut_tanzanite_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topazolite]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topazolite_sprite.png]] [[File:cut_topazolite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topaz]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} goldenrod&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topaz_sprite.png]] [[File:cut_topaz_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tsavorite]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tsavorite_sprite.png]] [[File:cut_tsavorite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[violet spessartine]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_violet_spessartine_sprite.png]] [[File:cut_violet_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[white opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_opal_sprite.png]] [[File:cut_white_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow grossular]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_grossular_sprite.png]] [[File:cut_yellow_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow spessartine]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_spessartine_sprite.png]] [[File:cut_yellow_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow zircon]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_zircon_sprite.png]] [[File:cut_yellow_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[emerald]]|value=40|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} emerald&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_emerald_sprite.png]] [[File:cut_emerald_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[faint yellow diamond]]|value=40|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_faint_yellow_diamond_sprite.png]] [[File:cut_faint_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[ruby]]|value=40|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_ruby_sprite.png]] [[File:cut_ruby_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[sapphire]]|value=40|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sapphire_sprite.png]] [[File:cut_sapphire_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[black diamond]]|value=60|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_diamond_sprite.png]] [[File:cut_black_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[blue diamond]]|value=60|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_diamond_sprite.png]] [[File:cut_blue_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[clear diamond]]|value=60|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_diamond_sprite.png]] [[File:cut_clear_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[green diamond]]|value=60|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_diamond_sprite.png]] [[File:cut_green_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[red diamond]]|value=60|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_diamond_sprite.png]] [[File:cut_red_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star ruby]]|value=60|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_ruby_sprite.png]] [[File:cut_star_ruby_sprite.png]]|fwhere=[[Ruby]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star sapphire]]|value=60|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_sapphire_sprite.png]] [[File:cut_star_sapphire_sprite.png]]|fwhere=[[Sapphire]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[yellow diamond]]|value=60|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_diamond_sprite.png]] [[File:cut_yellow_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
See [https://spreadsheets.google.com/spreadsheet/ccc?key=0Auy0R4dx5JF6dEdwQ3B5WkdCeUp0SjZYSl9vc3lteFE&amp;amp;hl=en_US#gid=0 here] or [https://spreadsheets.google.com/spreadsheet/ccc?key=0ApoOG6GC8_0RdHR5QkNDZlYwa1RYeUpCSzJSNUZIRkE&amp;amp;hl=en_US here] for a sortable, print-friendly spreadsheet with all gems and their values.&lt;br /&gt;
&lt;br /&gt;
See [[Gem/Textlist|here]] for a text list of rough gems sorted alphabetically by variety.&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[Fire|ignite]] if they come into contact with [[magma]], and can burn for the better part of a year before finally [[wear]]ing away.&lt;br /&gt;
&lt;br /&gt;
== Gem cuts ==&lt;br /&gt;
Finished gems have a particular cut, which doesn't affect the gem's value, only being an aesthetic feature. There are a total of 22 types of gem cuts in the game, and a gem may appear to have multiple cuts, such as a &amp;quot;square brilliant&amp;quot; or &amp;quot;tapered baguette&amp;quot; cut, but these combinations are actually distinct cuts (judging by the game's raws). Some gem cuts are also known as &amp;quot;cabochons&amp;quot;, which have a basic &amp;quot;shape&amp;quot; cut typically as a rounded, polished stone. [[Gizzard stone]]s do not have cuts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graphic !! Cut !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:baguette_cut_sprite.png|center]] || Baguette cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:radiant_cut_sprite.png|center]] || Radiant cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:briolette_cut_sprite.png|center]] || Briolette cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:rectangular_cabochon_cut_sprite.png|center]] || Rectangular cabochon cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cushion_cabochon_cut_sprite.png|center]] || Cushion cabochon cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:rose_cut_sprite.png|center]] || Rose cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cushion_cut_sprite.png|center]] || Cushion cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:round_brilliant_cut_sprite.png|center]] || Round brilliant cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:emerald_cut_sprite.png|center]] || Emerald cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:round_cabochon_cut_sprite.png|center]] || Round cabochon cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:marquise_cut_sprite.png|center]] || Marquise cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:single_cut_sprite.png|center]] || Single cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:octagon_cut_sprite.png|center]] || Octagon cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:square_brilliant_cut_sprite.png|center]] || Square brilliant cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:oval_cabochon_cut_sprite.png|center]] || Oval cabochon cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:square_cut_sprite.png|center]] || Square cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:oval_cut_sprite.png|center]] || Oval cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:table_cut_sprite.png|center]] || Table cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pear_cut_sprite.png|center]] || Pear cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:tapered_baguette_cut_sprite.png|center]] || Tapered baguette cut&lt;br /&gt;
|-&lt;br /&gt;
| [[File:point_cut_sprite.png|center]] || Point cut || style=&amp;quot;background:#dddddd;&amp;quot; | || [[File:tapered_cut_sprite.png|center]] || Trillion cut&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- List of cuts:&lt;br /&gt;
{{Columns-list|colwidth=15em|&lt;br /&gt;
* baguette cut&lt;br /&gt;
* briolette cut&lt;br /&gt;
* cushion ... cabochon&lt;br /&gt;
* cushion cut&lt;br /&gt;
* emerald cut&lt;br /&gt;
* marquise cut&lt;br /&gt;
* octagon cut&lt;br /&gt;
* oval ... cabochon&lt;br /&gt;
* oval cut&lt;br /&gt;
* pear cut&lt;br /&gt;
* point cut&lt;br /&gt;
* radiant cut&lt;br /&gt;
* rectangular ... cabochon&lt;br /&gt;
* rose cut&lt;br /&gt;
* round brilliant cut&lt;br /&gt;
* round ... cabochon&lt;br /&gt;
* single cut&lt;br /&gt;
* square brilliant cut&lt;br /&gt;
* square cut&lt;br /&gt;
* table cut&lt;br /&gt;
* tapered baguette cut&lt;br /&gt;
* trillion cut&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Large gems (the finished good) are referred to as a singular version of their material such as &amp;quot;large single cut clear zircon&amp;quot; or &amp;quot;large cushion moonstone cabochon&amp;quot;. Cut gems (the most common output of gem cutting which is used for decorating) are referred to as a plural version of their material such as &amp;quot;round brilliant cut peridots&amp;quot; or &amp;quot;cushion green diamond cabochons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Rare gems ==&lt;br /&gt;
[[Faint yellow diamond]]s only appear in [[kimberlite]] (which, itself, only appears in [[gabbro]] layers) and [[sapphire]]s and [[ruby|rubies]] only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds, and in the gem-encrusted walls on the bottom-most cavern layer. [[Star sapphire]]s and [[Star ruby|star rubies]] only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
All precious and rare gems may also be found in [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
Gems&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Sprite&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼♦|2:0}}||[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼♦|3:0}}||[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼♦|7:1}}||[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]||rough [[rock crystal]] + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the [[glassmaking]] [[labor]] designated, and, just like working [[metal]], it also requires [[fuel]] (either [[coke]] or [[charcoal]]) at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].  Like all gems, raw glass has no [[quality]] modifiers.  Note that cut rock crystals can't be used to make crystal glass objects.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  See [[glass]] and [[glass industry]] for more information.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
A gem is a [[Stone|mineral]] (or a mineral-like material) admired by a culture, often due to their beauty and durability (resistance to scratches), so that they have economic value in and of themselves.&lt;br /&gt;
                                                                                    &lt;br /&gt;
Most gems are made of the same basic minerals found in common rocks; but their atoms are arranged into ordered patterns, called '''crystals''', with drastic consequences to their appearance and material properties.  For example, the same mineral quartz that looks so unremarkable in [[quartzite]] may form the strikingly geometric, beautifully translucent [[Rock crystal|rock crystals]], if it has the space to grow up slowly – in a crack or cavity within [[granite|granite rock]], for example.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kwarcyt osadowy 1.jpg|Quartzite, an unremarkable stone.&lt;br /&gt;
File:QuartzVug.jpg|Rock crystal growing inside a rock cavity. These are made of the same basic stuff as quartzite, only better arranged.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each particular crystal has a stable angle between its faces, depending on the underlying atomic structure; quartz is hexagonal, while [[rock salt]] is cubic.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Close packing.svg|Hexagonal (left) and cubic (right) patterns of ordered mineral growth.&lt;br /&gt;
File:Rough rock crystals.JPG|Rough rock crystals (quartz).&lt;br /&gt;
File:Quartztaille.jpg|A large rock crystal, cut in an emerald-cut shape. Expert [[Gem cutter|gem cutters]] will work with the natural planes of the crystal's structure, making them shiny and reflective.&lt;br /&gt;
File:Salt crystals, Kuyalnik.JPG|Cubic [[rock salt]] crystals (click to embiggen).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A more drastic (and famous) example is carbon.  The organic content of sedimentary rocks like [[bituminous coal]] may be pressured and heated into honeycomb [[Layer|layers]], forming the [[metamorphic]] stone [[graphite]] (which we use in pencils, and dwarves use for long-lasting fires).  That very same carbon may be shaped, with more pressure and less heat (when, for example, stricken by a meteorite), into the nested cubes known as [[Diamond|diamonds]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Coal bituminous.jpg|[[Bituminous coal]], aka dead swamp stuff. Mostly carbon.&lt;br /&gt;
File:Diamond and graphite without structures.jpg|[[Diamond|Rough diamonds]] and [[graphite]], also carbon.&lt;br /&gt;
File:Graphit gitter.png|Internal structure of graphite; honeycomb patterns layered in sheets.&lt;br /&gt;
File:Diamond cubic animation.gif|Complex cubic internal structure of diamonds.&lt;br /&gt;
File:Brillanten.jpg|[[Gem cutting|Round brilliant cut]] diamonds.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some non-mineral materials that have been sometimes considered &amp;quot;gems&amp;quot; include organic products like [[amber]], [[coral]], and [[pearl]]; and rocks (bundles of multiple minerals) like [[jet]], [[green jade|jade]] and [[lapis lazuli]].  Of these, pearl only exists in DF as a placeholder, coral and amber in the most rudimentary of forms; but not as gemstones.  Jet counts as a [[stone|regular stone]] in DF, while jade (in various colors) and lapis lazuli are gemstones.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kadôl&lt;br /&gt;
| elvish  = eruwa&lt;br /&gt;
| goblin  = straza&lt;br /&gt;
| human   = ves&lt;br /&gt;
}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Gems|0}}&lt;br /&gt;
[[ru:Gem]]&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pearl&amp;diff=308889</id>
		<title>Pearl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pearl&amp;diff=308889"/>
		<updated>2025-04-01T02:59:19Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: Took out the phrases saying/implying that pearl doesn't have a material definition yet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pearls''' are gemstones that don't actually exist in the game as of yet, though they are likely to feature in a future release.&lt;br /&gt;
The [[raw file|creature definitions]] for the [[mussel]] and [[oyster]] indicate that they leave pearls with a &amp;lt;tt&amp;gt;[PEARL]&amp;lt;/tt&amp;gt; tag, but the tag is unimplemented, they do not actually appear in the game, and there is no accessible job for harvesting them. However, orders to &amp;quot;decorate items with pearl&amp;quot; can still be issued from a [[craftsdwarf's workshop]], and these jobs can be performed if you add pearls to a creature's definitions so that it is yielded as a butchering return.&lt;br /&gt;
&lt;br /&gt;
In the realm of organic materials that have yet to be implemented, pearls sit adjacent to [[amber]] and [[coral]]; all three have been present since initial release, but none have yet been established into the game.&lt;br /&gt;
&lt;br /&gt;
[[File:Pearl from Pinctada maxima (gold-lipped pearl oyster) 2.jpg|thumb|270px|center|Pearl from Pinctada maxima.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: the &amp;quot;pearly gates&amp;quot; leading to Heaven --&amp;gt;&lt;br /&gt;
If a material is [[mod]]ded into the game with the &amp;lt;tt&amp;gt;[PEARL]&amp;lt;/tt&amp;gt; tag, [[artifact]] gates made out of the material will sometimes generate in [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kovest&lt;br /&gt;
| elvish  = amayi&lt;br /&gt;
| goblin  = obasp&lt;br /&gt;
| human   = kima&lt;br /&gt;
}}&lt;br /&gt;
{{gamedata|{{raw|v50:material_template_default.txt|MATERIAL_TEMPLATE|PEARL_TEMPLATE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{Category|Myth}}&lt;br /&gt;
[[ru:Pearl]]&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=295999</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=295999"/>
		<updated>2023-11-17T22:03:47Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Available resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:ENTITY]&amp;lt;/code&amp;gt; [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the &amp;lt;code&amp;gt;[ENTITY:''entity_ID'']&amp;lt;/code&amp;gt; token, where ''entity_ID'' is a unique identifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities using &amp;lt;code&amp;gt;[SELECT_ENTITY:''entity_ID'']&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
All known entity tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows adventure mode for entities with sites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the SITE_CONTROLLABLE token, then at embark the specific civs can be chosen on the civ list screen. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] entries and another separate entity with a single [CREATURE:ELF] entry, then you can expect to see three times as many of the former placed as the latter.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Controls the expansion of the civilization's territory.  The higher the number is relative to other BIOME_SUPPORT tokens in the entity, the faster it can spread through the biome.  These numbers are evaluated relative to each other, i.e. if one biome is 1 and the other is 2, the spread will be the same as if one was 100 and the other was 200.  Civs can spread out over biomes they cannot actually build in; for example, humans spread quickly over oceans but cannot actually build in them.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| If the civ's territory crosses over this biome, it can build settlements here.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS  (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. It also gives the civ a [[demon|special overlord]].&lt;br /&gt;
CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:10000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:120]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:100]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allows certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting, as well as the value of the [[cv:coin|coin]].  Due to the [[Dwarven economy]] having been disabled since version 0.31, the value doesn't actually do anything.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used. Migrants will sometimes arrive with no name.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* [[language#language_SYM.txt|symbol]]&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set. REMAINING will select all symbols that have not already been declared above it.&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* [[language#language_SYM.txt|symbol]]&lt;br /&gt;
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* [[Language#language_SYM.txt|symbol]]&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Can be any available [[sphere]] - multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means civs of this entity will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) &amp;quot;in&amp;quot; the entity.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon. Default is 256, minimum is 0, maximum is 25600.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc.). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
Certain values must be set to 15 or more for civs to create structures and form entities during history gen:&lt;br /&gt;
* 15+ KNOWLEDGE for libraries&lt;br /&gt;
* 15+ COOPERATION ''and'' 15+ CRAFTSMANSHIP for craft guilds&lt;br /&gt;
** Guilds also need guild-valid professions (see [[#PERMITTED_JOB|PERMITTED_JOB]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen, which seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing. Additionally, this token determines if the entity can settle in savage biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s. Only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Merchants will engage in cross-civ trading and form companies.&lt;br /&gt;
&lt;br /&gt;
In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that this be fulfilled as well as at least one other non-siege trigger before visiting for non-siege activities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.  Prevents the civ from engaging in diplomacy or ending up at war.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns; cavern dweller raids due to [[agitation]] will pull from these. If you embark as this civ, you have access to pets and trees from all three layers, not only the first. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ARTIFACT_CLAIMS}}&lt;br /&gt;
|&lt;br /&gt;
| Used for kobolds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can breach the [[Underworld]] during world generation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| Used after a ranged weapon type.&lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). FORCED items will be available 100% of the time, COMMON items 50%, UNCOMMON items 10%, and RARE items 1%. If certain armor types are lacking after performing one pass of randomised checks, the game will repeat random checks until an option is successfully chosen.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal - for those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool – for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| While this does not accept a rarity value, something similar can be achieved by having multiple variations of a weapon type with small differences and specifying each of them.{{cite forum|179547}}&lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
|&lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Without this, EVIL creatures are skipped, otherwise, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_EVIL_ANIMALS for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_EVIL_ANIMALS for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Without this GOOD creatures are skipped, otherwise, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_GOOD_ANIMALS for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_GOOD_ANIMALS for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the civilization use all locally available non-exotic pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and [[:Category:DF2014:Mount|MOUNT]]. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with [[:Category:DF2014:Mount|MOUNT]] and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of river products in the goods available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of ocean products (including [[amber]] and [[coral]]) in the goods available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: &amp;quot;Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: &amp;quot;Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: &amp;quot;Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor plant growths in the goods available for trade. According to Droseran: &amp;quot;Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD to function. Will cause rejections, if growths are unavailable. According to Droseran: &amp;quot;Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. According to Droseran: &amp;quot;Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civilization members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of materials with [DIVINE] for clothing. Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of materials with [DIVINE] for crafts.{{verify}} Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of metals with [DIVINE] for weapons. Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of metals with [DIVINE] for armor. Used for generated divine entities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal definitions ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Start an animal definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TOKEN}}&lt;br /&gt;
| [[creature token]]&lt;br /&gt;
| Select specific creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CASTE_TOKEN}}&lt;br /&gt;
| [[Caste|creature caste token]]&lt;br /&gt;
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Select creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Forbid creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}} (doesn't seem to exist in the string dump. verify)&lt;br /&gt;
|&lt;br /&gt;
| Override creature usage tokens. Respectively:&lt;br /&gt;
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]&lt;br /&gt;
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]&lt;br /&gt;
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]&lt;br /&gt;
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]&lt;br /&gt;
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue styling-related tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Entity token]]&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=286841</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=286841"/>
		<updated>2023-01-21T08:48:32Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
[[File:adv_worldgen_v50.png|thumb|700px|right|The advanced world generation screen.]]'''Advanced world generation''', also labeled as '''Detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.&lt;br /&gt;
&lt;br /&gt;
The advanced world generation screen is reached by clicking &amp;quot;Create new world&amp;quot; at the main menu, then clicking &amp;quot;Detailed mode&amp;quot;. Once at that screen, clicking &amp;quot;Basic options&amp;quot; will return the user to the standard world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
The list of already-defined parameter sets is in the upper-left. You can select the current set that you want to work with using the drop down menu. Any parameter set can be renamed by clicking the quill.&lt;br /&gt;
&lt;br /&gt;
Parameter sets can by made by clicking &amp;quot;New parameter set&amp;quot; or by clicking &amp;quot;Copy&amp;quot; to copy the selected set. This will append the selected set to the drop down menu and automatically select that set for editing.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The the &amp;quot;Save&amp;quot; and &amp;quot;Load&amp;quot; buttons in the upper-right of DF will load and save '''all''' of the parameter sets to this file. The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) &lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for the title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be changed by changing the Width and Height values. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters, because many of them have different defaults depending on the surface area available. Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257. Others may not work. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In older versions, the same seed value(s) produced identical worlds on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history. It seems like the history is partly random and not completely connected to the seed. Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}. In order to find out what seed values were used for the last world you generated, you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed values listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed, and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X] &lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X] &lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values - the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already-defined parameter set, you will probably want to edit the parameters. Information about each parameter is documented below. Once you are happy with the parameters you should save the values you just edited and proceed to the [[world generation]] process.&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the ''prefs/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the &amp;quot;Design New Worlds with Advanced Parameters&amp;quot; screen. This will bring you to an editable list of various guidelines that the world-gen process will use when creating your new world. The parameters are described below in the order that they appear in the list in the UI, not necessarily the order they appear in the configuration file. &lt;br /&gt;
&lt;br /&gt;
See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain Parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south. Minimum, maximum and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
'''Weighted Meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
'''Rejection Parameters''': ''Dwarf Fortress'' has a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
There are also the feature-placing options such as rivers, mountain peaks, volcanoes and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise, any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here, you can enter specific seed values for different parts of the world generation process - different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world, if you want. Normally, you'll want to leave all of these set to Random, unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally, you can do just fine by leaving this value set to default, but you might want to turn it up for experimental/testing purposes or to help dwarves survive in a particularly evil world, or turn it down for certain [[challenges]]. The highest amount this value can be set to is 10,000.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world; basically the same as the History parameter in basic world gen, except that you can enter an exact value for the number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member [[historical figure]]s alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap.  Note that this parameter controls only '''&amp;quot;civilization&amp;quot; sites''' like [[town]]s - other sites, such as [[lair]]s, will be added onto this maximum.  &lt;br /&gt;
&lt;br /&gt;
After civilizations reach this cap, they will not spread out any more to place new cities. By default, the raws limit each civilization site to a population of 120, regardless of the race of the civilization - therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
Beware; increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or certain [[Elf|other civs]]) sometimes overwhelming all other civilizations and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good, long history, you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game will ignore unimportant figures in history generation. The culling of unimportant historical figures is a CPU-intensive step in history generation but it saves memory and will speed up loading/saving games in fortress mode. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in engravings, but unimportant figures would likely not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are creatures who suffer early deaths, never have offspring or kill a named creature during world gen. For example, a resident of a goblin tower may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say &amp;quot;In the year 102, the demon Evil Mcevilface killed an unknown creature at Eviltower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.  By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with Orthographic Precipitation turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)&lt;br /&gt;
&lt;br /&gt;
With a maximum temperature of 9 degrees, elf (elven) civilizations won't spawn.&lt;br /&gt;
Humans need at least 0 degrees.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range, without making conditions outside of that range impossible. For example, you can make it possible for many more low-elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
# Create a grid with 2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt; tiles in both X and Y direction.&lt;br /&gt;
# Set the intersection points of the grid lines to a random value according to the weighted ranges.&lt;br /&gt;
# Smooth out the area between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
&lt;br /&gt;
where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]&lt;br /&gt;
&lt;br /&gt;
==== Mesh Size/Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2×2 means the grid will be 2 times 2 tiles large and there will be 3×3 for a total of 9 intersection points. On a pocket world, this means one grid tile will be 8×8 world tiles large, whereas on a large world, one grid tile will be 128×128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8×8 world tiles large.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Variance ====&lt;br /&gt;
&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2×2 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting, but other than that, they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe).  If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
&lt;br /&gt;
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore, adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible, making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur - setting this value lower will increase the amount and number of different types of ore present on a map, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but unlike titans, they are not unique. Thus, many different types of demons will exist in the world, but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of [[fun]] you can have. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15].You need at least 2 demon types, or goblin civilizations won't exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area.  Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;.  Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations.  In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''.  So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.  Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes.  Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note:  The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.  One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns (out of a max. 3) will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3)  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled.  For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are somewhat like caverns, except that they have a passage to the surface, and are generally much smaller – caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of non-mountainous caves that will be generated. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a [[lair]].  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of the generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.  &lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=180805.0 DF2022 (v0.50.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Advanced_world_generation&amp;diff=286840</id>
		<title>DF2014:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Advanced_world_generation&amp;diff=286840"/>
		<updated>2023-01-21T08:47:00Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:16, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
When you want more control of what your world looks like, it's time for '''advanced world generation''': A detailed reference with advice is provided below. &lt;br /&gt;
&lt;br /&gt;
(This article assumes that you are already familiar with [[World generation|'''basic world generation''']]; if you are not, then please read about that first - the very high amount of extra options for a generated world can provide the player with a much more customized experience.)&lt;br /&gt;
&lt;br /&gt;
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedWorldGen.png‎]]&lt;br /&gt;
&lt;br /&gt;
This screen is relatively intuitive, but some parts could use explanation.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
&lt;br /&gt;
The list of already-defined parameter sets is in the upper-right corner. You can select the current set that you want to work with using the up and down directional keys.&lt;br /&gt;
&lt;br /&gt;
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one, allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set, but note that this will not affect the name of the world that is generated.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;data/init/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file, before you hit {{K|Enter}} to generate the world. The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.&lt;br /&gt;
&lt;br /&gt;
To get the parameters used to generate a world you are already playing, press {{K|ESC}} then choose export images; exporting any image will also create the world generation parameter file, for more information see this [http://www.bay12forums.com/smf/index.php?topic=101280.msg4512541#msg4512541 post]. &lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for the title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters, because many of them have different defaults depending on the surface area available. Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257. Others may not work. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In older versions, the same seed value(s) produced identical worlds on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history. It seems like the history is partly random and not completely connected to the seed. Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}. In order to find out what seed values were used for the last world you generated, you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed values listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed, and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X] &lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X] &lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values - the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already-defined parameter set, you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[world generation]].&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the ''data/init/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the &amp;quot;Design New Worlds with Advanced Parameters&amp;quot; screen. This will bring you to an editable list of various guidelines that the world-gen process will use when creating your new world. The parameters are described below in the order that they appear in the list in the UI, not necessarily the order they appear in the configuration file. &lt;br /&gt;
&lt;br /&gt;
See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain Parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south. Minimum, maximum and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
'''Weighted Meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
'''Rejection Parameters''': ''Dwarf Fortress'' has a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
There are also the feature-placing options such as rivers, mountain peaks, volcanoes and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise, any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here, you can enter specific seed values for different parts of the world generation process - different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world, if you want. Normally, you'll want to leave all of these set to Random, unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally, you can do just fine by leaving this value set to default, but you might want to turn it up for experimental/testing purposes or to help dwarves survive in a particularly evil world, or turn it down for certain [[challenges]]. The highest amount this value can be set to is 10,000.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world; basically the same as the History parameter in basic world gen, except that you can enter an exact value for the number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member [[historical figure]]s alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap.  Note that this parameter controls only '''&amp;quot;civilization&amp;quot; sites''' like [[town]]s - other sites, such as [[lair]]s, will be added onto this maximum.  &lt;br /&gt;
&lt;br /&gt;
After civilizations reach this cap, they will not spread out any more to place new cities. By default, the raws limit each civilization site to a population of 120, regardless of the race of the civilization - therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
Beware; increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or [[Elf|other civs]]) sometimes overwhelming all other civs and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good, long history, you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed &amp;quot;an unknown creature at Eviltower in the year 102.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[Historical figure]]s, [[Site]]s, [[Region]]s, and [[Civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.  By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with Orthographic Precipitation turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)&lt;br /&gt;
&lt;br /&gt;
With a maximum temperature of 9 degrees, elf (elven) civilizations won't spawn.&lt;br /&gt;
Humans need at least 0 degrees.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range, without making conditions outside of that range impossible. For example, you can make it possible for many more low-elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
# Create a grid with 2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt; tiles in both X and Y direction.&lt;br /&gt;
# Set the intersection points of the grid lines to a random value according to the weighted ranges.&lt;br /&gt;
# Smooth out the area between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
&lt;br /&gt;
where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]&lt;br /&gt;
&lt;br /&gt;
==== Mesh Size/Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2×2 means the grid will be 2 times 2 tiles large and there will be 3×3 for a total of 9 intersection points. On a pocket world, this means one grid tile will be 8×8 world tiles large, whereas on a large world, one grid tile will be 128×128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8×8 world tiles large.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0%-20% range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges (20%-40%, 40%-60%, etc.) will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Variance ====&lt;br /&gt;
&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2×2 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting, but other than that, they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of:&lt;br /&gt;
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe).  If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore, adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible, making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur - setting this value lower will increase the amount and number of different types of ore present on a map, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but unlike titans, they are not unique. Thus, many different types of demons will exist in the world, but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of [[fun]] you can have. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15].You need at least 2 demon types, or goblin civilizations won't exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area.  Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;.  Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations.  In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''.  So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.  Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes.  Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note:  The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.  One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns (out of a max. 3) will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3)  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled.  For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are somewhat like caverns, except that they have a passage to the surface, and are generally much smaller – caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of non-mountainous caves that will be generated. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a [[lair]].  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of the generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.  &lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Advanced_world_generation&amp;diff=286839</id>
		<title>DF2014 Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Advanced_world_generation&amp;diff=286839"/>
		<updated>2023-01-21T08:44:07Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I updated the section on Mesh sizes and weighted ranges according to the research I did. I'm not experienced with wiki editing, so feel free to adjust anything as you feel is necessary or offer constructive criticism. --- JoeJoe&lt;br /&gt;
&lt;br /&gt;
== Mineral scarcity ==&lt;br /&gt;
FYI [MINERAL_SCARCITY] should be added to the list of options that will affect geography generation.  I don't know if this is new in DF2014 or was previously overlooked, but it definitely does affect it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:71.131.181.153|71.131.181.153]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Added [[Advanced world generation#Seed values|here]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:22, 19 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Evil/Good Squares == &lt;br /&gt;
Full of meaningless information. What makes a large region large, medium region medium, why would there be three large regions when the default for evil squares in large regions is above 500? Needs to be rewritten from scratch. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:124.178.54.187|124.178.54.187]] [later editor's note: this comment was left in October 2014. --[[User:2128|2128]] ([[User talk:2128|talk]]) 19:54, 12 January 2017 (UTC)]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I updated the good/evil squares section a little. It might be clearer now.  It might still need improvement. --[[User:2128|2128]] ([[User talk:2128|talk]]) 19:54, 12 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot find &amp;quot;Desired pre-erosion river count&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&amp;quot; - from the page&lt;br /&gt;
&lt;br /&gt;
I cannot find this setting. Only &amp;quot;Minimum River Start Locations (Pre-Erosion)&amp;quot; and &amp;quot;Desired River Start Locations (Post-Erosion)&amp;quot; - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:52, 29 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcanoes ==&lt;br /&gt;
&lt;br /&gt;
After some testing with Volcanism Min/Max, Variances, Mesh, and Minimum Volcanoes, I discovered that the only entry that actually was responsible for generating volcanoes was the Minimum Volcano number. Set at 0, I never spawned any volcanoes during worldgen. Set to any number above zero, and it always spawned exactly that many volcanoes.&lt;br /&gt;
&lt;br /&gt;
== Caverns ==&lt;br /&gt;
&lt;br /&gt;
Having less than 3 cavern layers appears to cause a rejection mere moments after civilization placement finishes. It provides a seemingly unrelated error message &amp;quot;Placed farming entity without non-orchard crops&amp;quot;. There is currently no information regarding this error message anywhere that my search engine could find. Better guidelines should given to avoid this error, though more testing is necessary to determine if it always happens or if perhaps it can be avoided by setting the layer params between the caverns to 0. I spent many hours just figuring out it was the cavern param so, I may not do this myself anytime soon.&lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
Through some testing, and help on discord I've determined the cause. The placed farming entity without non-orchard crops message indicates that a dwarf civ was placed somewhere with inadequate water for underground plants, and that location only has underground trees if any plants (I don't know definitively beyond no regular plants).&lt;br /&gt;
&lt;br /&gt;
I still believe this should be worked into the wiki page.&lt;br /&gt;
&lt;br /&gt;
[[User:Cppcooper|Cppcooper]] ([[User talk:Cppcooper|talk]]) 02:57, 1 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other Map Dimension Values May Not Work ==&lt;br /&gt;
&lt;br /&gt;
Confirmed in .06 (and likely forever.)  I made one with 85x85 and I still got 65x65 anyways.&lt;br /&gt;
&lt;br /&gt;
== Seed entropy ==&lt;br /&gt;
&lt;br /&gt;
I wanted to know how many useful bits of entropy a seed value provides. Without the source code the best I can do is make an inference based on the character set used to encode [https://steamcommunity.com/app/975370/discussions/0/3716062978736953784/ seeds stored in &amp;lt;code&amp;gt;gamelog.txt&amp;lt;/code&amp;gt;] (e.g. &amp;lt;code&amp;gt;i90kKcEwt1DqUZNL5Bvy&amp;lt;/code&amp;gt;). Using [http://waterlan.home.xs4all.nl/dos2unix.html &amp;lt;code&amp;gt;dos2unix&amp;lt;/code&amp;gt;] to use Unix-style line endings and [https://www.johndcook.com/blog/2019/10/16/file-character-counts/ &amp;lt;code&amp;gt;fold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;uniq&amp;lt;/code&amp;gt;] to produce a character frequency count of a few dozen seeds, the seeds seem to use a &amp;lt;code&amp;gt;[a-zA-Z0-9]&amp;lt;/code&amp;gt; character set (62 characters). Each seed is 20 characters long, meaning it encodes &amp;lt;code&amp;gt;l(62^20)/l(2)=119.08&amp;lt;/code&amp;gt; bits of entropy. That means theoretically, the PRNG has access to, at most, 119 bits of entropy; the next question is: '''how many bits of entropy does the PRNG actually make use of from a typed string I provide'''? I ask since I'd like to save myself time in typing random seeds; if the PRNG uses only 32 bits of state, then I'd only need to input 5 &amp;lt;code&amp;gt;[a-zA-Z0-9]&amp;lt;/code&amp;gt;characters (e.g. &amp;lt;code&amp;gt;i90kK&amp;lt;/code&amp;gt;). [[User:Baltakatei|Baltakatei]] ([[User talk:Baltakatei|talk]]) 05:37, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
I don't think the info about poles affecting temperature by X degrees Celsius is correct, considering that worldgen doesn't even use Celsius. Does anyone know where that info came from? -teabasins&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Advanced_world_generation&amp;diff=286838</id>
		<title>DF2014 Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Advanced_world_generation&amp;diff=286838"/>
		<updated>2023-01-21T08:43:53Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Temperature */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I updated the section on Mesh sizes and weighted ranges according to the research I did. I'm not experienced with wiki editing, so feel free to adjust anything as you feel is necessary or offer constructive criticism. --- JoeJoe&lt;br /&gt;
&lt;br /&gt;
== Mineral scarcity ==&lt;br /&gt;
FYI [MINERAL_SCARCITY] should be added to the list of options that will affect geography generation.  I don't know if this is new in DF2014 or was previously overlooked, but it definitely does affect it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:71.131.181.153|71.131.181.153]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Added [[Advanced world generation#Seed values|here]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:22, 19 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Evil/Good Squares == &lt;br /&gt;
Full of meaningless information. What makes a large region large, medium region medium, why would there be three large regions when the default for evil squares in large regions is above 500? Needs to be rewritten from scratch. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:124.178.54.187|124.178.54.187]] [later editor's note: this comment was left in October 2014. --[[User:2128|2128]] ([[User talk:2128|talk]]) 19:54, 12 January 2017 (UTC)]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I updated the good/evil squares section a little. It might be clearer now.  It might still need improvement. --[[User:2128|2128]] ([[User talk:2128|talk]]) 19:54, 12 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot find &amp;quot;Desired pre-erosion river count&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&amp;quot; - from the page&lt;br /&gt;
&lt;br /&gt;
I cannot find this setting. Only &amp;quot;Minimum River Start Locations (Pre-Erosion)&amp;quot; and &amp;quot;Desired River Start Locations (Post-Erosion)&amp;quot; - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:52, 29 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcanoes ==&lt;br /&gt;
&lt;br /&gt;
After some testing with Volcanism Min/Max, Variances, Mesh, and Minimum Volcanoes, I discovered that the only entry that actually was responsible for generating volcanoes was the Minimum Volcano number. Set at 0, I never spawned any volcanoes during worldgen. Set to any number above zero, and it always spawned exactly that many volcanoes.&lt;br /&gt;
&lt;br /&gt;
== Caverns ==&lt;br /&gt;
&lt;br /&gt;
Having less than 3 cavern layers appears to cause a rejection mere moments after civilization placement finishes. It provides a seemingly unrelated error message &amp;quot;Placed farming entity without non-orchard crops&amp;quot;. There is currently no information regarding this error message anywhere that my search engine could find. Better guidelines should given to avoid this error, though more testing is necessary to determine if it always happens or if perhaps it can be avoided by setting the layer params between the caverns to 0. I spent many hours just figuring out it was the cavern param so, I may not do this myself anytime soon.&lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
Through some testing, and help on discord I've determined the cause. The placed farming entity without non-orchard crops message indicates that a dwarf civ was placed somewhere with inadequate water for underground plants, and that location only has underground trees if any plants (I don't know definitively beyond no regular plants).&lt;br /&gt;
&lt;br /&gt;
I still believe this should be worked into the wiki page.&lt;br /&gt;
&lt;br /&gt;
[[User:Cppcooper|Cppcooper]] ([[User talk:Cppcooper|talk]]) 02:57, 1 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other Map Dimension Values May Not Work ==&lt;br /&gt;
&lt;br /&gt;
Confirmed in .06 (and likely forever.)  I made one with 85x85 and I still got 65x65 anyways.&lt;br /&gt;
&lt;br /&gt;
== Seed entropy ==&lt;br /&gt;
&lt;br /&gt;
I wanted to know how many useful bits of entropy a seed value provides. Without the source code the best I can do is make an inference based on the character set used to encode [https://steamcommunity.com/app/975370/discussions/0/3716062978736953784/ seeds stored in &amp;lt;code&amp;gt;gamelog.txt&amp;lt;/code&amp;gt;] (e.g. &amp;lt;code&amp;gt;i90kKcEwt1DqUZNL5Bvy&amp;lt;/code&amp;gt;). Using [http://waterlan.home.xs4all.nl/dos2unix.html &amp;lt;code&amp;gt;dos2unix&amp;lt;/code&amp;gt;] to use Unix-style line endings and [https://www.johndcook.com/blog/2019/10/16/file-character-counts/ &amp;lt;code&amp;gt;fold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sort&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;uniq&amp;lt;/code&amp;gt;] to produce a character frequency count of a few dozen seeds, the seeds seem to use a &amp;lt;code&amp;gt;[a-zA-Z0-9]&amp;lt;/code&amp;gt; character set (62 characters). Each seed is 20 characters long, meaning it encodes &amp;lt;code&amp;gt;l(62^20)/l(2)=119.08&amp;lt;/code&amp;gt; bits of entropy. That means theoretically, the PRNG has access to, at most, 119 bits of entropy; the next question is: '''how many bits of entropy does the PRNG actually make use of from a typed string I provide'''? I ask since I'd like to save myself time in typing random seeds; if the PRNG uses only 32 bits of state, then I'd only need to input 5 &amp;lt;code&amp;gt;[a-zA-Z0-9]&amp;lt;/code&amp;gt;characters (e.g. &amp;lt;code&amp;gt;i90kK&amp;lt;/code&amp;gt;). [[User:Baltakatei|Baltakatei]] ([[User talk:Baltakatei|talk]]) 05:37, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
I don't think the info about poles affecting temperature by X degrees Celsius is correct, considering that worldgen doesn't even use Celsius. Does anyone know where that info came from?&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Forest&amp;diff=286836</id>
		<title>DF2014:Forest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Forest&amp;diff=286836"/>
		<updated>2023-01-21T08:36:35Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:03, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
[[File:real_forest.jpg|thumb|300px|right|Wood crafts and furniture just waiting to happen.]]'''Forests''' are [[biome]]s which are generally characterized by extremely dense [[tree]] growth and large numbers of [[murky pool]]s - the main difference between them is the particular kind of wildlife that inhabits the area. [[Elf|Elves]] build their homes (known as [[forest retreat]]s) in any type of forest.&lt;br /&gt;
&lt;br /&gt;
Particularly dense forests may have so many trees that, in order for [[wagon]]s to arrive, you will first need to cut a path to the edge of the map. Then, building a [[road]] along this path will prevent trees regrowing and blocking the way. There are only three kinds of trees that are specific to the alignment of the forest. These are [[feather tree]]s (good), [[glumprong]]s (evil), and [[highwood]]s (savage).&lt;br /&gt;
&lt;br /&gt;
The six types of forests you will find are:&lt;br /&gt;
&lt;br /&gt;
* Taiga &lt;br /&gt;
* [[Temperate]] broadleaf forest &lt;br /&gt;
* Temperate coniferous forest&lt;br /&gt;
* [[Tropical]] moist broadleaf forest&lt;br /&gt;
* Tropical dry broadleaf forest (* requires poles and a Medium or Large world size to generate due to a bug)&lt;br /&gt;
* Tropical coniferous forest&lt;br /&gt;
&lt;br /&gt;
Taigas and tropical forests are situated in sufficiently harsh climates that acquiring water can become a challenge.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|6:0}} [[Adder]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:0}} [[Armadillo]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:0}} [[Aye-aye]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|7:0}} [[Badger]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Barn owl]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Bilou]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Black bear]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Black-crested gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Black-handed gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Black mamba]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|1:1}} [[Blue peafowl]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Bobcat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Bonobo]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|7:1}} [[Capuchin]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|0:1}} [[Cassowary]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|0:1}} [[Chimpanzee]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Coati]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:1}} [[Cougar]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:0}} [[Deer]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|e|6:0}} [[Echidna]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|7:0}} [[Elephant]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Emu]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|4:0}} [[Fox]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|0:1}} [[Gorilla]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Gray gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|7:0}} [[Gray langur]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Great horned owl]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|7:0}} [[Grey parrot]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Grizzly bear]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|7:1}} [[Honey badger]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|0:1}} [[Hornbill]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|6:1}} [[Jaguar]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|2:0}} [[Kakapo]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|2:0}} [[Kea]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|0:1}} [[King cobra]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|7:1}} [[Kingsnake]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|6:0}} [[Kiwi]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|7:0}} [[Koala]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:1}} [[Leopard]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:0}} [[Lynx]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|1:1}} [[Mandrill]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Monitor lizard]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Moose]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Ocelot]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Opossum]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|6:0}} [[Orangutan]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|7:1}} [[Panda]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Pangolin]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Peregrine falcon]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|0:1}} [[Pileated gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Porcupine]]&lt;br /&gt;
| {{check}} ||   || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Python]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|7:0}} [[Raccoon]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Rattlesnake]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Raven]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|4:0}} [[Red panda]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|6:0}} [[Reindeer]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Siamang]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Silvery gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Skunk]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Sloth]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Sloth bear]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|0:1}} [[Spider monkey]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Stoat]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:1}} [[Tapir]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|6:1}} [[Tiger]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|4:1}} [[Turkey]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Weasel]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|7:1}} [[White-browed gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|6:0}} [[White-handed gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Wild boar]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|7:0}} [[Wolf]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wombat]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wolverine]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|6:0}} [[Adder man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|2:1}} [[Anole man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:0}} [[Armadillo man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:0}} [[Aye-aye man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|7:0}} [[Badger man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:1}} [[Bark scorpion man]]&lt;br /&gt;
|   ||   ||   ||   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Barn owl man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|4:0}} [[Beetle man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Black bear man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Black mamba man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|1:1}} [[Bluejay man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Bobcat man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Brown recluse spider man]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Bushtit man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|7:1}} [[Capuchin man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|4:1}} [[Cardinal man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|0:1}} [[Cassowary man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|2:1}} [[Chameleon man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Chipmunk man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Coati man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Cougar man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|0:1}} [[Crow man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:0}} [[Deer man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|e|6:0}} [[Echidna man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|7:0}} [[Elephant man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Emu man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|2:1}} [[Firefly man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|0:1}} [[Fly man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Flying squirrel man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|4:0}} [[Fox man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|6:0}} [[Giant adder]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|2:1}} [[Giant anole]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|7:0}} [[Giant armadillo]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|7:0}} [[Giant aye-aye]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|7:0}} [[Giant badger]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:1}} [[Giant bark scorpion]]&lt;br /&gt;
|   ||   ||   ||   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant barn owl]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant bat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|4:0}} [[Giant beetle]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant black bear]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|0:1}} [[Giant black mamba]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|1:1}} [[Giant bluejay]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant bobcat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant brown recluse spider]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant bushtit]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|7:1}} [[Giant capuchin]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|4:1}} [[Giant cardinal]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Giant cassowary]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|2:1}} [[Giant chameleon]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|6:0}} [[Giant chipmunk]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|6:0}} [[Giant coati]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|6:0}} [[Giant cougar]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Giant crow]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:0}} [[Giant deer]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Giant echidna]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|7:0}} [[Giant elephant]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Giant emu]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|F|2:1}} [[Giant firefly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|F|0:1}} [[Giant fly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant flying squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|F|4:0}} [[Giant fox]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|2:1}} [[Giant grasshopper]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|7:0}} [[Giant gray langur]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant gray squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:0}} [[Giant great horned owl]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|7:0}} [[Giant grey parrot]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant grizzly bear]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|H|7:0}} [[Giant hamster]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|7:1}} [[Giant honey badger]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|H|0:1}} [[Giant hornbill]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|6:1}} [[Giant jaguar]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|0:1}} [[Giant jumping spider]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|2:0}} [[Giant kakapo]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|2:0}} [[Giant kea]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|0:1}} [[Giant king cobra]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|7:1}} [[Giant kingsnake]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|6:0}} [[Giant kiwi]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|7:0}} [[Giant koala]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:1}} [[Giant leopard]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:1}} [[Giant lion tamarin]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:0}} [[Giant lizard]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|4:1}} [[Giant lorikeet]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:0}} [[Giant louse]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:0}} [[Giant lynx]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|1:1}} [[Giant mandrill]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|2:1}} [[Giant mantis]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|2:1}} [[Giant masked lovebird]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|4:1}} [[Giant monarch butterfly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Giant monitor lizard]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Giant moose]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Giant mosquito]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Giant moth]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|6:1}} [[Giant ocelot]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:0}} [[Giant opossum]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|6:1}} [[Giant oriole]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|7:1}} [[Gigantic panda]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|6:0}} [[Giant pangolin]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|2:1}} [[Giant parakeet]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|2:1}} [[Giant peach-faced lovebird]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|6:0}} [[Giant peregrine falcon]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|6:0}} [[Giant porcupine]]&lt;br /&gt;
| {{check}} ||   || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant python]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Giant raccoon]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|0:1}} [[Giant rat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant rattlesnake]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|0:1}} [[Giant raven]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|4:0}} [[Giant red panda]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant red squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|6:0}} [[Giant roach]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant skink]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|0:1}} [[Giant skunk]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant sloth]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant sloth bear]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant slug]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant snail]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant sparrow]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Giant spider monkey]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant stoat]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:1}} [[Giant tapir]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|6:0}} [[Giant thrips]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|0:1}} [[Giant tick]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|6:1}} [[Giant tiger]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant weasel]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant wild boar]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|7:0}} [[Giant wolf]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant wombat]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant wolverine]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant wren]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|2:1}} [[Grasshopper man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|7:0}} [[Gray langur man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Gray squirrel man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Great horned owl man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|7:0}} [[Grey parrot man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Grizzly bear man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|7:0}} [[Hamster man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|7:1}} [[Honey badger man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|0:1}} [[Hornbill man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|6:1}} [[Jaguar man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|j|0:1}} [[Jumping spider man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|2:0}} [[Kakapo man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|2:0}} [[Kea man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|0:1}} [[King cobra man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|7:1}} [[Kingsnake man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|6:0}} [[Kiwi man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|7:0}} [[Koala man]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:1}} [[Leopard man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:1}} [[Lion tamarin man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:0}} [[Lizard man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|4:1}} [[Lorikeet man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:0}} [[Louse man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:0}} [[Lynx man]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|1:1}} [[Mandrill man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|2:1}} [[Mantis man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|2:1}} [[Masked lovebird man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|4:1}} [[Monarch butterfly man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Monitor lizard man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Moose man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|0:1}} [[Mosquito man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Moth man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Ocelot man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Opossum man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Oriole man]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|7:1}} [[Panda man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Pangolin man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|2:1}} [[Parakeet man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|2:1}} [[Peach-faced lovebird man]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Peregrine falcon man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Porcupine man]]&lt;br /&gt;
| {{check}} ||   || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Python man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|7:0}} [[Raccoon man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Rat man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Rattlesnake man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Raven man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|4:0}} [[Red panda man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Red squirrel man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|6:0}} [[Roach man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Sasquatch]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Skink man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Skunk man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Sloth man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Sloth bear man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Slug man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Snail man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Sparrow man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|0:1}} [[Spider monkey man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Stoat man]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:1}} [[Tapir man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|6:0}} [[Thrips man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|0:1}} [[Tick man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|6:1}} [[Tiger man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Weasel man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Wild boar man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|7:0}} [[Wolf man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wombat man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|7:0}} [[Worm man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wolverine man]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wren man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Satyr]]&lt;br /&gt;
|   || {{check}} ||   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|U|7:1}} [[Unicorn]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Foul blendec]]&lt;br /&gt;
|   || {{check}} ||   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Strangler]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Anole]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|7:0}} [[Ant]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Bark scorpion]]&lt;br /&gt;
|   ||   ||   ||   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Bat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|4:0}} [[Beetle]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|1:1}} [[Blue jay]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Brown recluse spider]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|6:1}} [[Bumblebee]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Bushtit]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|4:1}} [[Cardinal]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Chameleon]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Chipmunk]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Crow]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Firefly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Fly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Flying squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|2:1}} [[Grasshopper]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Gray squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Hamster]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|6:1}} [[Honey bee]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Jumping spider]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Large roach]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Lion tamarin]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Lizard]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|4:1}} [[Lorikeet]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|6:0}} [[Louse]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|2:1}} [[Mantis]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Masked lovebird]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|4:1}} [[Monarch butterfly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Mosquito]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Moth]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Oriole]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Parakeet]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Peach-faced lovebird]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Rat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Red squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Skink]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|6:0}} [[Slug]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Snail]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Sparrow]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|7:1}} [[Termite]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|6:0}} [[Thrips]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Tick]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|7:0}} [[Worm]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Wren]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Fox squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Two-legged rhino lizard]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Fairy]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:1}} [[Fluffy wambler]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|3:1}} [[Pixie]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|4:0}} [[Demon rat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|0:1}} [[Knuckle worm]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:1}} [[Phantom spider]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
=== Shrubs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Alfalfa]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Asparagus]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Bambara groundnut]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Barley]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Bilberry]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Bitter melon]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Bitter vetch]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Blackberry]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Blade weed]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Blood amaranth]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Blueberry]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Broad bean]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Buckwheat]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Cabbage]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Cassava]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Celery]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Chickpea]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Chicory]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Cotton]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Cranberry]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Cucumber]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Eggplant]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|6:1}} [[Elephant-head amaranth]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Finger millet]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Fisher berry]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Foxtail millet]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Garden cress]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Garlic]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Grape]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Hemp]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Hide root]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Horned melon]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Jute]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Kaniwa]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Kenaf]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Leek]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Lentil]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Lesser yam]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Lettuce]]&lt;br /&gt;
| X || X || X ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Longland grass]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Long yam]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Maize]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Mung bean]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Muskmelon]]&lt;br /&gt;
| X || X || X ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Oats]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Onion]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Parsnip]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Passion fruit]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Pea]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Peanut]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Pearl millet]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Pendant amaranth]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Pepper]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Pineapple]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Potato]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Prickle berry]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Purple amaranth]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Purple yam]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Quinoa]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Radish]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Ramie]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Raspberry]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rat weed]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Red bean]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Red spinach]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rope reed]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rhubarb]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rice]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rye]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Soybean]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Spelt]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Spinach]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Squash]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Strawberry]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[String bean]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Sweet potato]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Taro]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Tomatillo]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Tomato]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Turnip]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Urad bean]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Watermelon]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[White millet]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[White yam]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Wild carrot]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Winter melon]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Whip vine]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Sun berry]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Sliver barb]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Abaca]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Acacia]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Alder]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Almond]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Apple]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Apricot]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Ash (tree)|Ash]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Avocado]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Banana]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Bayberry]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Birch]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Bitter orange]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Cacao tree]]&lt;br /&gt;
|   ||   ||   || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Candlenut]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Carambola]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Cashew]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|↨|2:0}} [[Cedar]]&lt;br /&gt;
|   ||   || X ||   ||   || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Cherry]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Chestnut]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Citron]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Coconut palm]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Coffee]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Custard-apple]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Date palm]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Durian]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Finger lime]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|↑|2:0}} [[Ginkgo]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Guava]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Hazel]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Kapok]]&lt;br /&gt;
|   ||   ||   || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Kumquat]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|↑|2:0}} [[Larch]]&lt;br /&gt;
| X ||   || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Lime]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Lychee]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Macadamia]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Mahogany]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Mango tree]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Maple]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Oak]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Olive]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Orange]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Papaya]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Paradise nut]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Peach]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Pear]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Pecan]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Persimmon]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|↑|2:0}} [[Pine]]&lt;br /&gt;
| X ||   || X ||   ||   || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Plum]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Pomegranate]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Pomelo]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Rambutan]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Round lime]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Rubber tree]]&lt;br /&gt;
|   ||   ||   || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Sand pear]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Tea]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Walnut]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|⌠|2:0}} [[Willow]]&lt;br /&gt;
|   || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|¶|2:0}} [[Highwood]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|7:1}} [[Feather tree]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|┤|5:0}} [[Glumprong]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grasses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|τ|2:1}} [[Arrow bamboo]]&lt;br /&gt;
|   ||   || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Bentgrass]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Carpetgrass]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Cloudberry]]&lt;br /&gt;
| X ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Dallisgrass]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Dog's tooth grass]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Dropseed grass]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Fescue grass]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|τ|2:1}} [[Golden bamboo]]&lt;br /&gt;
|   || X ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Grama]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Hair grass]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|τ|2:1}} [[Hedge bamboo]]&lt;br /&gt;
|   || X ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Knotgrass]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Meadow-grass]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Mountain avens]]&lt;br /&gt;
| X ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Reedgrass]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Ryegrass]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Satintail]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Zoysia]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|3:1}} [[Bubble bulb]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|7:1}} [[Downy grass]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Staring eyeball]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|≥|5:1}} [[Wormy tendril]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = fotthor&lt;br /&gt;
| elvish  = mina&lt;br /&gt;
| goblin  = udast&lt;br /&gt;
| human   = lesno&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
{{Category|Biomes}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Forest&amp;diff=286835</id>
		<title>Forest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Forest&amp;diff=286835"/>
		<updated>2023-01-21T08:36:22Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
[[File:real_forest.jpg|thumb|300px|right|Wood crafts and furniture just waiting to happen.]]'''Forests''' are [[biome]]s which are generally characterized by extremely dense [[tree]] growth and large numbers of [[murky pool]]s - the main difference between them is the particular kind of wildlife that inhabits the area. [[Elf|Elves]] build their homes (known as [[forest retreat]]s) in any type of forest.&lt;br /&gt;
&lt;br /&gt;
Particularly dense forests may have so many trees that, in order for [[wagon]]s to arrive, you will first need to cut a path to the edge of the map. Then, building a [[road]] along this path will prevent trees regrowing and blocking the way. There are only three kinds of trees that are specific to the alignment of the forest. These are [[feather tree]]s (good), [[glumprong]]s (evil), and [[highwood]]s (savage).&lt;br /&gt;
&lt;br /&gt;
The six types of forests you will find are:&lt;br /&gt;
&lt;br /&gt;
* Taiga &lt;br /&gt;
* [[Temperate]] broadleaf forest &lt;br /&gt;
* Temperate coniferous forest&lt;br /&gt;
* [[Tropical]] moist broadleaf forest&lt;br /&gt;
* Tropical dry broadleaf forest (* requires poles and a Medium or Large world size to generate due to a bug)&lt;br /&gt;
* Tropical coniferous forest&lt;br /&gt;
&lt;br /&gt;
Taigas and tropical forests are situated in sufficiently harsh climates that acquiring water can become a challenge.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|6:0}} [[Adder]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:0}} [[Armadillo]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:0}} [[Aye-aye]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|7:0}} [[Badger]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Barn owl]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Bilou]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Black bear]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Black-crested gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Black-handed gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Black mamba]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|1:1}} [[Blue peafowl]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Bobcat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Bonobo]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|7:1}} [[Capuchin]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|0:1}} [[Cassowary]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|0:1}} [[Chimpanzee]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Coati]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:1}} [[Cougar]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:0}} [[Deer]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|e|6:0}} [[Echidna]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|7:0}} [[Elephant]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Emu]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|4:0}} [[Fox]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|0:1}} [[Gorilla]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Gray gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|7:0}} [[Gray langur]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Great horned owl]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|7:0}} [[Grey parrot]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Grizzly bear]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|7:1}} [[Honey badger]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|0:1}} [[Hornbill]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|6:1}} [[Jaguar]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|2:0}} [[Kakapo]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|2:0}} [[Kea]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|0:1}} [[King cobra]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|7:1}} [[Kingsnake]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|6:0}} [[Kiwi]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|7:0}} [[Koala]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:1}} [[Leopard]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:0}} [[Lynx]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|1:1}} [[Mandrill]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Monitor lizard]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Moose]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Ocelot]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Opossum]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|6:0}} [[Orangutan]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|7:1}} [[Panda]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Pangolin]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Peregrine falcon]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|0:1}} [[Pileated gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Porcupine]]&lt;br /&gt;
| {{check}} ||   || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Python]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|7:0}} [[Raccoon]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Rattlesnake]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Raven]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|4:0}} [[Red panda]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|6:0}} [[Reindeer]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Siamang]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|0:1}} [[Silvery gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Skunk]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Sloth]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Sloth bear]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|0:1}} [[Spider monkey]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Stoat]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:1}} [[Tapir]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|6:1}} [[Tiger]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|4:1}} [[Turkey]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Weasel]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|7:1}} [[White-browed gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|6:0}} [[White-handed gibbon]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Wild boar]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|7:0}} [[Wolf]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wombat]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wolverine]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|6:0}} [[Adder man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|2:1}} [[Anole man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:0}} [[Armadillo man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:0}} [[Aye-aye man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|7:0}} [[Badger man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:1}} [[Bark scorpion man]]&lt;br /&gt;
|   ||   ||   ||   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Barn owl man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|4:0}} [[Beetle man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Black bear man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Black mamba man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|1:1}} [[Bluejay man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Bobcat man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Brown recluse spider man]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Bushtit man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|7:1}} [[Capuchin man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|4:1}} [[Cardinal man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|0:1}} [[Cassowary man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|2:1}} [[Chameleon man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Chipmunk man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Coati man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Cougar man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|0:1}} [[Crow man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:0}} [[Deer man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|e|6:0}} [[Echidna man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|7:0}} [[Elephant man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Emu man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|2:1}} [[Firefly man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|0:1}} [[Fly man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Flying squirrel man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|4:0}} [[Fox man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|6:0}} [[Giant adder]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|2:1}} [[Giant anole]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|7:0}} [[Giant armadillo]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|7:0}} [[Giant aye-aye]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|7:0}} [[Giant badger]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:1}} [[Giant bark scorpion]]&lt;br /&gt;
|   ||   ||   ||   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant barn owl]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant bat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|4:0}} [[Giant beetle]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant black bear]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|0:1}} [[Giant black mamba]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|1:1}} [[Giant bluejay]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant bobcat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant brown recluse spider]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant bushtit]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|7:1}} [[Giant capuchin]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|4:1}} [[Giant cardinal]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Giant cassowary]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|2:1}} [[Giant chameleon]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|6:0}} [[Giant chipmunk]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|6:0}} [[Giant coati]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|6:0}} [[Giant cougar]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Giant crow]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:0}} [[Giant deer]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Giant echidna]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|7:0}} [[Giant elephant]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Giant emu]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|F|2:1}} [[Giant firefly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|F|0:1}} [[Giant fly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant flying squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|F|4:0}} [[Giant fox]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|2:1}} [[Giant grasshopper]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|7:0}} [[Giant gray langur]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant gray squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:0}} [[Giant great horned owl]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|7:0}} [[Giant grey parrot]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant grizzly bear]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|H|7:0}} [[Giant hamster]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|7:1}} [[Giant honey badger]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|H|0:1}} [[Giant hornbill]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|6:1}} [[Giant jaguar]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|0:1}} [[Giant jumping spider]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|2:0}} [[Giant kakapo]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|2:0}} [[Giant kea]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|0:1}} [[Giant king cobra]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|7:1}} [[Giant kingsnake]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|6:0}} [[Giant kiwi]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|K|7:0}} [[Giant koala]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:1}} [[Giant leopard]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:1}} [[Giant lion tamarin]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:0}} [[Giant lizard]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|4:1}} [[Giant lorikeet]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:0}} [[Giant louse]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|6:0}} [[Giant lynx]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|1:1}} [[Giant mandrill]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|2:1}} [[Giant mantis]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|2:1}} [[Giant masked lovebird]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|4:1}} [[Giant monarch butterfly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Giant monitor lizard]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Giant moose]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Giant mosquito]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Giant moth]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|6:1}} [[Giant ocelot]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:0}} [[Giant opossum]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|6:1}} [[Giant oriole]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|7:1}} [[Gigantic panda]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|6:0}} [[Giant pangolin]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|2:1}} [[Giant parakeet]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|2:1}} [[Giant peach-faced lovebird]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|6:0}} [[Giant peregrine falcon]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|6:0}} [[Giant porcupine]]&lt;br /&gt;
| {{check}} ||   || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant python]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Giant raccoon]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|0:1}} [[Giant rat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant rattlesnake]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|0:1}} [[Giant raven]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|4:0}} [[Giant red panda]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant red squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|6:0}} [[Giant roach]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant skink]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|0:1}} [[Giant skunk]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant sloth]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant sloth bear]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant slug]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant snail]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant sparrow]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Giant spider monkey]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant stoat]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:1}} [[Giant tapir]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|6:0}} [[Giant thrips]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|0:1}} [[Giant tick]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|6:1}} [[Giant tiger]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant weasel]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant wild boar]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|7:0}} [[Giant wolf]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant wombat]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant wolverine]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant wren]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|2:1}} [[Grasshopper man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|7:0}} [[Gray langur man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Gray squirrel man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Great horned owl man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|7:0}} [[Grey parrot man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Grizzly bear man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|7:0}} [[Hamster man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|7:1}} [[Honey badger man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|0:1}} [[Hornbill man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|6:1}} [[Jaguar man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|j|0:1}} [[Jumping spider man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|2:0}} [[Kakapo man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|2:0}} [[Kea man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|0:1}} [[King cobra man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|7:1}} [[Kingsnake man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|6:0}} [[Kiwi man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|k|7:0}} [[Koala man]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:1}} [[Leopard man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:1}} [[Lion tamarin man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:0}} [[Lizard man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|4:1}} [[Lorikeet man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:0}} [[Louse man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|6:0}} [[Lynx man]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|1:1}} [[Mandrill man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|2:1}} [[Mantis man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|2:1}} [[Masked lovebird man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|4:1}} [[Monarch butterfly man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Monitor lizard man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Moose man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|0:1}} [[Mosquito man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Moth man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Ocelot man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Opossum man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Oriole man]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|7:1}} [[Panda man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Pangolin man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|2:1}} [[Parakeet man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|2:1}} [[Peach-faced lovebird man]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Peregrine falcon man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|6:0}} [[Porcupine man]]&lt;br /&gt;
| {{check}} ||   || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Python man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|7:0}} [[Raccoon man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Rat man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Rattlesnake man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Raven man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|4:0}} [[Red panda man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Red squirrel man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|6:0}} [[Roach man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Sasquatch]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Skink man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Skunk man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Sloth man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Sloth bear man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Slug man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:0}} [[Snail man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Sparrow man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|0:1}} [[Spider monkey man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Stoat man]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:1}} [[Tapir man]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|6:0}} [[Thrips man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|0:1}} [[Tick man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|6:1}} [[Tiger man]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Weasel man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Wild boar man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|7:0}} [[Wolf man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wombat man]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|7:0}} [[Worm man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wolverine man]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|w|6:0}} [[Wren man]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Satyr]]&lt;br /&gt;
|   || {{check}} ||   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|U|7:1}} [[Unicorn]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Foul blendec]]&lt;br /&gt;
|   || {{check}} ||   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Strangler]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Anole]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|7:0}} [[Ant]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Bark scorpion]]&lt;br /&gt;
|   ||   ||   ||   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Bat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|4:0}} [[Beetle]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|1:1}} [[Blue jay]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Brown recluse spider]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|6:1}} [[Bumblebee]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Bushtit]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|4:1}} [[Cardinal]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Chameleon]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Chipmunk]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Crow]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Firefly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Fly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Flying squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|2:1}} [[Grasshopper]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Gray squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Hamster]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|6:1}} [[Honey bee]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Jumping spider]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Large roach]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Lion tamarin]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Lizard]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|4:1}} [[Lorikeet]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|6:0}} [[Louse]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|2:1}} [[Mantis]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Masked lovebird]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|4:1}} [[Monarch butterfly]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Mosquito]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Moth]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Oriole]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Parakeet]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Peach-faced lovebird]]&lt;br /&gt;
|   || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Rat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Red squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Skink]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|6:0}} [[Slug]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Snail]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Sparrow]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|7:1}} [[Termite]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|6:0}} [[Thrips]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|0:1}} [[Tick]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|7:0}} [[Worm]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Wren]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:0}} [[Fox squirrel]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Two-legged rhino lizard]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Fairy]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:1}} [[Fluffy wambler]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|3:1}} [[Pixie]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|4:0}} [[Demon rat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|0:1}} [[Knuckle worm]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:1}} [[Phantom spider]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
=== Shrubs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Alfalfa]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Asparagus]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Bambara groundnut]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Barley]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Bilberry]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Bitter melon]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Bitter vetch]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Blackberry]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Blade weed]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Blood amaranth]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Blueberry]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Broad bean]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Buckwheat]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Cabbage]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Cassava]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Celery]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Chickpea]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Chicory]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Cotton]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Cranberry]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Cucumber]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Eggplant]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|6:1}} [[Elephant-head amaranth]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Finger millet]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Fisher berry]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Foxtail millet]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Garden cress]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Garlic]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Grape]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Hemp]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Hide root]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Horned melon]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Jute]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Kaniwa]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Kenaf]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Leek]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Lentil]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Lesser yam]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Lettuce]]&lt;br /&gt;
| X || X || X ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Longland grass]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Long yam]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Maize]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Mung bean]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Muskmelon]]&lt;br /&gt;
| X || X || X ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Oats]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Onion]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Parsnip]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Passion fruit]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Pea]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Peanut]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Pearl millet]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Pendant amaranth]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Pepper]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Pineapple]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Potato]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Prickle berry]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Purple amaranth]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Purple yam]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Quinoa]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Radish]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Ramie]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Raspberry]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rat weed]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Red bean]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Red spinach]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rope reed]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rhubarb]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rice]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Rye]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Soybean]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Spelt]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Spinach]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Squash]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Strawberry]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[String bean]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Sweet potato]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Taro]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Tomatillo]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Tomato]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Turnip]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:1}} [[Urad bean]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Watermelon]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[White millet]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[White yam]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Wild carrot]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Winter melon]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Whip vine]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Sun berry]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|&amp;quot;|2:0}} [[Sliver barb]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Abaca]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Acacia]]&lt;br /&gt;
|   ||   ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Alder]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Almond]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Apple]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Apricot]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Ash (tree)|Ash]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Avocado]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Banana]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Bayberry]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Birch]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Bitter orange]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Cacao tree]]&lt;br /&gt;
|   ||   ||   || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Candlenut]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Carambola]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Cashew]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|↨|2:0}} [[Cedar]]&lt;br /&gt;
|   ||   || X ||   ||   || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Cherry]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Chestnut]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Citron]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Coconut palm]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Coffee]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Custard-apple]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Date palm]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Durian]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Finger lime]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|↑|2:0}} [[Ginkgo]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Guava]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Hazel]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Kapok]]&lt;br /&gt;
|   ||   ||   || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Kumquat]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|↑|2:0}} [[Larch]]&lt;br /&gt;
| X ||   || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Lime]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Lychee]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Macadamia]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Mahogany]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Mango tree]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Maple]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Oak]]&lt;br /&gt;
|   || X ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Olive]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Orange]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Papaya]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Paradise nut]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Peach]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Pear]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Pecan]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Persimmon]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|↑|2:0}} [[Pine]]&lt;br /&gt;
| X ||   || X ||   ||   || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Plum]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Pomegranate]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Pomelo]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Rambutan]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Round lime]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Γ|2:0}} [[Rubber tree]]&lt;br /&gt;
|   ||   ||   || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Sand pear]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|2:0}} [[Tea]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|2:0}} [[Walnut]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|⌠|2:0}} [[Willow]]&lt;br /&gt;
|   || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|¶|2:0}} [[Highwood]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|7:1}} [[Feather tree]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|┤|5:0}} [[Glumprong]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grasses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|τ|2:1}} [[Arrow bamboo]]&lt;br /&gt;
|   ||   || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Bentgrass]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Carpetgrass]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Cloudberry]]&lt;br /&gt;
| X ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Dallisgrass]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Dog's tooth grass]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Dropseed grass]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Fescue grass]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|τ|2:1}} [[Golden bamboo]]&lt;br /&gt;
|   || X ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Grama]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Hair grass]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|τ|2:1}} [[Hedge bamboo]]&lt;br /&gt;
|   || X ||   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Knotgrass]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Meadow-grass]]&lt;br /&gt;
| X || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Mountain avens]]&lt;br /&gt;
| X ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Reedgrass]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Ryegrass]]&lt;br /&gt;
|   || X || X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Satintail]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|2:1}} [[Zoysia]]&lt;br /&gt;
|   ||   ||   || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|3:1}} [[Bubble bulb]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|7:1}} [[Downy grass]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil forests:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Taiga !! colspan=&amp;quot;2&amp;quot;| Temperate forest !! colspan=&amp;quot;3&amp;quot;| Tropical forest&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;!--TAIGA !!--&amp;gt; Broadleaf !! Coniferous !! Moist broadleaf !! Dry broadleaf !! Coniferous&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Staring eyeball]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|≥|5:1}} [[Wormy tendril]]&lt;br /&gt;
| X || X || X || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = fotthor&lt;br /&gt;
| elvish  = mina&lt;br /&gt;
| goblin  = udast&lt;br /&gt;
| human   = lesno&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
{{Category|Biomes}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Tomato&amp;diff=286834</id>
		<title>DF2014:Tomato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Tomato&amp;diff=286834"/>
		<updated>2023-01-21T08:34:54Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:04, 8 February 2017 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tomatoes''' are an [[aboveground]] [[crop|garden vegetable]]. They can be planted in all seasons, the fruit is edible raw or [[cooking|cooked]], (seeds when cooked), and can also be [[brewing|brewed]] into [[alcohol|tomato wine]].&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] tomato plants for their ''fruit''.&lt;br /&gt;
&lt;br /&gt;
Note that this plant, along with buckwheat, is only found in worlds with poles and a Medium or Large size, since it's unique to the Tropical Dry Broadleaf forest biome which only generates under those conditions due to a bug.&lt;br /&gt;
&lt;br /&gt;
[[File:Tomato scanned.jpg|thumb|center|300px|Admired for its ''fruit''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Tomatoes are often employed by [[thrower|throwing]] them at [[performer|performers]] with low [[comedian]] skill who attempt to tell jokes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tomato&amp;diff=286833</id>
		<title>Tomato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tomato&amp;diff=286833"/>
		<updated>2023-01-21T08:34:43Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tomatoes''' are an [[aboveground]] [[crop|garden vegetable]]. They can be planted in all seasons, the fruit is edible raw or [[cooking|cooked]], (seeds when cooked), and can also be [[brewing|brewed]] into [[alcohol|tomato wine]].&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] tomato plants for their ''fruit''.&lt;br /&gt;
&lt;br /&gt;
Note that this plant, along with buckwheat, is only found in worlds with poles and a Medium or Large size, since it's unique to the Tropical Dry Broadleaf forest biome which only generates under those conditions due to a bug.&lt;br /&gt;
&lt;br /&gt;
[[File:Tomato scanned.jpg|thumb|center|300px|Admired for its ''fruit''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Tomatoes are often employed by [[thrower|throwing]] them at [[performer|performers]] with low [[comedian]] skill who attempt to tell jokes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Buckwheat&amp;diff=286832</id>
		<title>DF2014:Buckwheat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Buckwheat&amp;diff=286832"/>
		<updated>2023-01-21T08:34:12Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:00, 6 February 2017 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Buckwheat''' is an [[aboveground]] [[crop]]. It can either be [[milling|milled]] into [[flour|buckwheat flour]] or [[brewing|brewed]] into [[alcohol|buckwheat beer]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] buckwheat for its ''beer''.&lt;br /&gt;
&lt;br /&gt;
Note that this plant, along with the tomato, is only found in worlds with poles and a Medium or Large size, since it's unique to the Tropical Dry Broadleaf forest biome which only generates under those conditions due to a bug.&lt;br /&gt;
&lt;br /&gt;
[[File:Japanese Buckwheat Flower.JPG|thumb|center|300px|Admired for its ''beer''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Buckwheat&amp;diff=286831</id>
		<title>DF2014:Buckwheat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Buckwheat&amp;diff=286831"/>
		<updated>2023-01-21T08:34:00Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:00, 6 February 2017 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Buckwheat''' is an [[aboveground]] [[crop]]. It can either be [[milling|milled]] into [[flour|buckwheat flour]] or [[brewing|brewed]] into [[alcohol|buckwheat beer]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] buckwheat for its ''beer''.&lt;br /&gt;
&lt;br /&gt;
Note that this plant, along with buckwheat, is only found in worlds with poles and a Medium or Large size, since it's unique to the Tropical Dry Broadleaf forest biome which only generates under those conditions due to a bug.&lt;br /&gt;
&lt;br /&gt;
[[File:Japanese Buckwheat Flower.JPG|thumb|center|300px|Admired for its ''beer''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Buckwheat&amp;diff=286830</id>
		<title>Buckwheat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Buckwheat&amp;diff=286830"/>
		<updated>2023-01-21T08:33:40Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Buckwheat''' is an [[aboveground]] [[crop]]. It can either be [[milling|milled]] into [[flour|buckwheat flour]] or [[brewing|brewed]] into [[alcohol|buckwheat beer]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] buckwheat for its ''beer''.&lt;br /&gt;
&lt;br /&gt;
Note that this plant, along with the tomato, is only found in worlds with poles and a Medium or Large size, since it's unique to the Tropical Dry Broadleaf forest biome which only generates under those conditions due to a bug.&lt;br /&gt;
&lt;br /&gt;
[[File:Japanese Buckwheat Flower.JPG|thumb|center|300px|Admired for its ''beer''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=286829</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=286829"/>
		<updated>2023-01-21T08:20:29Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
[[File:adv_worldgen_v50.png|thumb|700px|right|The advanced world generation screen.]]'''Advanced world generation''', also labeled as '''Detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.&lt;br /&gt;
&lt;br /&gt;
The advanced world generation screen is reached by clicking &amp;quot;Create new world&amp;quot; at the main menu, then clicking &amp;quot;Detailed mode&amp;quot;. Once at that screen, clicking &amp;quot;Basic options&amp;quot; will return the user to the standard world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
The list of already-defined parameter sets is in the upper-left. You can select the current set that you want to work with using the drop down menu. Any parameter set can be renamed by clicking the quill.&lt;br /&gt;
&lt;br /&gt;
Parameter sets can by made by clicking &amp;quot;New parameter set&amp;quot; or by clicking &amp;quot;Copy&amp;quot; to copy the selected set. This will append the selected set to the drop down menu and automatically select that set for editing.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The the &amp;quot;Save&amp;quot; and &amp;quot;Load&amp;quot; buttons in the upper-right of DF will load and save '''all''' of the parameter sets to this file. The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) &lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for the title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be changed by changing the Width and Height values. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters, because many of them have different defaults depending on the surface area available. Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257. Others may not work. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In older versions, the same seed value(s) produced identical worlds on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history. It seems like the history is partly random and not completely connected to the seed. Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}. In order to find out what seed values were used for the last world you generated, you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed values listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed, and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X] &lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X] &lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values - the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already-defined parameter set, you will probably want to edit the parameters. Information about each parameter is documented below. Once you are happy with the parameters you should save the values you just edited and proceed to the [[world generation]] process.&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the ''prefs/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the &amp;quot;Design New Worlds with Advanced Parameters&amp;quot; screen. This will bring you to an editable list of various guidelines that the world-gen process will use when creating your new world. The parameters are described below in the order that they appear in the list in the UI, not necessarily the order they appear in the configuration file. &lt;br /&gt;
&lt;br /&gt;
See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain Parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south. Minimum, maximum and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
'''Weighted Meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
'''Rejection Parameters''': ''Dwarf Fortress'' has a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
There are also the feature-placing options such as rivers, mountain peaks, volcanoes and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise, any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here, you can enter specific seed values for different parts of the world generation process - different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world, if you want. Normally, you'll want to leave all of these set to Random, unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally, you can do just fine by leaving this value set to default, but you might want to turn it up for experimental/testing purposes or to help dwarves survive in a particularly evil world, or turn it down for certain [[challenges]]. The highest amount this value can be set to is 10,000.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world; basically the same as the History parameter in basic world gen, except that you can enter an exact value for the number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member [[historical figure]]s alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap.  Note that this parameter controls only '''&amp;quot;civilization&amp;quot; sites''' like [[town]]s - other sites, such as [[lair]]s, will be added onto this maximum.  &lt;br /&gt;
&lt;br /&gt;
After civilizations reach this cap, they will not spread out any more to place new cities. By default, the raws limit each civilization site to a population of 120, regardless of the race of the civilization - therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
Beware; increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or certain [[Elf|other civs]]) sometimes overwhelming all other civilizations and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good, long history, you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game will ignore unimportant figures in history generation. The culling of unimportant historical figures is a CPU-intensive step in history generation but it saves memory and will speed up loading/saving games in fortress mode. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in engravings, but unimportant figures would likely not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are creatures who suffer early deaths, never have offspring or kill a named creature during world gen. For example, a resident of a goblin tower may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say &amp;quot;In the year 102, the demon Evil Mcevilface killed an unknown creature at Eviltower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.  By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with Orthographic Precipitation turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).&lt;br /&gt;
&lt;br /&gt;
With a maximum temperature of 9 degrees, elf (elven) civilizations won't spawn.&lt;br /&gt;
Humans need at least 0 degrees.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range, without making conditions outside of that range impossible. For example, you can make it possible for many more low-elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
# Create a grid with 2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt; tiles in both X and Y direction.&lt;br /&gt;
# Set the intersection points of the grid lines to a random value according to the weighted ranges.&lt;br /&gt;
# Smooth out the area between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
&lt;br /&gt;
where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]&lt;br /&gt;
&lt;br /&gt;
==== Mesh Size/Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2×2 means the grid will be 2 times 2 tiles large and there will be 3×3 for a total of 9 intersection points. On a pocket world, this means one grid tile will be 8×8 world tiles large, whereas on a large world, one grid tile will be 128×128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8×8 world tiles large.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Variance ====&lt;br /&gt;
&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2×2 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting, but other than that, they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe).  If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
&lt;br /&gt;
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore, adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible, making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur - setting this value lower will increase the amount and number of different types of ore present on a map, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but unlike titans, they are not unique. Thus, many different types of demons will exist in the world, but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of [[fun]] you can have. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15].You need at least 2 demon types, or goblin civilizations won't exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area.  Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;.  Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations.  In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''.  So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.  Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes.  Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note:  The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.  One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns (out of a max. 3) will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3)  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled.  For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are somewhat like caverns, except that they have a passage to the surface, and are generally much smaller – caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of non-mountainous caves that will be generated. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a [[lair]].  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of the generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.  &lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=180805.0 DF2022 (v0.50.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Advanced_world_generation&amp;diff=286828</id>
		<title>DF2014:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Advanced_world_generation&amp;diff=286828"/>
		<updated>2023-01-21T08:19:24Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:16, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
When you want more control of what your world looks like, it's time for '''advanced world generation''': A detailed reference with advice is provided below. &lt;br /&gt;
&lt;br /&gt;
(This article assumes that you are already familiar with [[World generation|'''basic world generation''']]; if you are not, then please read about that first - the very high amount of extra options for a generated world can provide the player with a much more customized experience.)&lt;br /&gt;
&lt;br /&gt;
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedWorldGen.png‎]]&lt;br /&gt;
&lt;br /&gt;
This screen is relatively intuitive, but some parts could use explanation.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
&lt;br /&gt;
The list of already-defined parameter sets is in the upper-right corner. You can select the current set that you want to work with using the up and down directional keys.&lt;br /&gt;
&lt;br /&gt;
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one, allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set, but note that this will not affect the name of the world that is generated.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;data/init/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file, before you hit {{K|Enter}} to generate the world. The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.&lt;br /&gt;
&lt;br /&gt;
To get the parameters used to generate a world you are already playing, press {{K|ESC}} then choose export images; exporting any image will also create the world generation parameter file, for more information see this [http://www.bay12forums.com/smf/index.php?topic=101280.msg4512541#msg4512541 post]. &lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for the title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters, because many of them have different defaults depending on the surface area available. Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257. Others may not work. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In older versions, the same seed value(s) produced identical worlds on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history. It seems like the history is partly random and not completely connected to the seed. Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}. In order to find out what seed values were used for the last world you generated, you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed values listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed, and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X] &lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X] &lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values - the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already-defined parameter set, you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[world generation]].&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the ''data/init/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the &amp;quot;Design New Worlds with Advanced Parameters&amp;quot; screen. This will bring you to an editable list of various guidelines that the world-gen process will use when creating your new world. The parameters are described below in the order that they appear in the list in the UI, not necessarily the order they appear in the configuration file. &lt;br /&gt;
&lt;br /&gt;
See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain Parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south. Minimum, maximum and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
'''Weighted Meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
'''Rejection Parameters''': ''Dwarf Fortress'' has a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
There are also the feature-placing options such as rivers, mountain peaks, volcanoes and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise, any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here, you can enter specific seed values for different parts of the world generation process - different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world, if you want. Normally, you'll want to leave all of these set to Random, unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally, you can do just fine by leaving this value set to default, but you might want to turn it up for experimental/testing purposes or to help dwarves survive in a particularly evil world, or turn it down for certain [[challenges]]. The highest amount this value can be set to is 10,000.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world; basically the same as the History parameter in basic world gen, except that you can enter an exact value for the number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member [[historical figure]]s alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap.  Note that this parameter controls only '''&amp;quot;civilization&amp;quot; sites''' like [[town]]s - other sites, such as [[lair]]s, will be added onto this maximum.  &lt;br /&gt;
&lt;br /&gt;
After civilizations reach this cap, they will not spread out any more to place new cities. By default, the raws limit each civilization site to a population of 120, regardless of the race of the civilization - therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
Beware; increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or [[Elf|other civs]]) sometimes overwhelming all other civs and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good, long history, you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed &amp;quot;an unknown creature at Eviltower in the year 102.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[Historical figure]]s, [[Site]]s, [[Region]]s, and [[Civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.  By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with Orthographic Precipitation turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).&lt;br /&gt;
&lt;br /&gt;
With a maximum temperature of 9 degrees, elf (elven) civilizations won't spawn.&lt;br /&gt;
Humans need at least 0 degrees.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range, without making conditions outside of that range impossible. For example, you can make it possible for many more low-elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
# Create a grid with 2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt; tiles in both X and Y direction.&lt;br /&gt;
# Set the intersection points of the grid lines to a random value according to the weighted ranges.&lt;br /&gt;
# Smooth out the area between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
&lt;br /&gt;
where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]&lt;br /&gt;
&lt;br /&gt;
==== Mesh Size/Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2×2 means the grid will be 2 times 2 tiles large and there will be 3×3 for a total of 9 intersection points. On a pocket world, this means one grid tile will be 8×8 world tiles large, whereas on a large world, one grid tile will be 128×128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8×8 world tiles large.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0%-20% range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges (20%-40%, 40%-60%, etc.) will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Variance ====&lt;br /&gt;
&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2×2 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting, but other than that, they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of:&lt;br /&gt;
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe).  If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore, adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible, making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur - setting this value lower will increase the amount and number of different types of ore present on a map, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but unlike titans, they are not unique. Thus, many different types of demons will exist in the world, but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of [[fun]] you can have. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15].You need at least 2 demon types, or goblin civilizations won't exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area.  Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;.  Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations.  In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''.  So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.  Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes.  Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note:  The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.  One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns (out of a max. 3) will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3)  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled.  For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are somewhat like caverns, except that they have a passage to the surface, and are generally much smaller – caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of non-mountainous caves that will be generated. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a [[lair]].  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of the generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.  &lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_painter&amp;diff=286827</id>
		<title>World painter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_painter&amp;diff=286827"/>
		<updated>2023-01-21T08:13:31Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* The Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map, that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said, it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
The game refers to this tool as &amp;quot;Set Preset Field Values&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
To start the world painter:&lt;br /&gt;
# Open ''Dwarf Fortress''.&lt;br /&gt;
# Select &amp;quot;Design New World With Advanced Parameters&amp;quot;.&lt;br /&gt;
# Select a parameter set using {{k|↑|↓}}.&lt;br /&gt;
# Press {{k|e}} to enter advanced parameters.&lt;br /&gt;
# Press {{k|p}} (&amp;quot;Set Preset Field Values&amp;quot;) to open the world painter.&lt;br /&gt;
&lt;br /&gt;
Unlike most other aspects of ''Dwarf Fortress'', the world painter requires a mouse or other [[wikipedia:Pointing_device|pointing device]] for basic functionality, such as navigation and parameter painting.&lt;br /&gt;
[[File:Worldpainter.png|250px|thumb|right|Basic world painter window.]]&lt;br /&gt;
&lt;br /&gt;
The interface is reasonably simple.  Simply left click on a tile and the settings on the right side of the screen with be applied to that tile.  To move the view, right click and your active tile will be centered at cursor's location. To make a tile active, paint something there or just press {{k|ENTER}}. You can left click on any of the text on the right to change the setting it represents.  By clicking on the title of one of the settings, or the &amp;lt;View&amp;gt; text to the right of it, you can replace the default view with a view representing just that parameter (You can return to the normal view by pressing &lt;br /&gt;
{{k|ENTER}}.  By clicking the text &amp;quot;brush = ____&amp;quot;, you can change the value of that parameter.  Clicking on the text &amp;quot;painting&amp;quot; will toggle whether the parameter is painted when you click on a tile, and clicking on &amp;quot;Will Be Saved&amp;quot;, will allow the world generator to deal with that parameter, instead of using what was painted.&lt;br /&gt;
&lt;br /&gt;
It's easier to start with elevation by setting painting on only there, and continue with rain and drainage together.&lt;br /&gt;
&lt;br /&gt;
== The Settings ==&lt;br /&gt;
Rainfall goes from 0-100, with 0 making dry areas&lt;br /&gt;
&lt;br /&gt;
Elevation goes from 1-400, with anything below 100 being water, and with 300+ being mountain.&lt;br /&gt;
&lt;br /&gt;
The available temperature range depends on the min and max temperature setting, and has little visible effect in the editor, with the exception of creating glaciers and tundra near the edges.&lt;br /&gt;
&lt;br /&gt;
Drainage goes from 0-100, with 0 making areas that retain water, such as swamps and deserts, and 100 making areas that lose any rainfall that comes, such as forests and badlands.&lt;br /&gt;
&lt;br /&gt;
Savagery goes from 0-100, and has no effect on the land, but influences the wildlife that will spawn there.&lt;br /&gt;
&lt;br /&gt;
Volcanism goes from 0-100, with 0 never having volcanoes and 100 always having them, unless a maximum is otherwise specified in the advanced options{{verify}}.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[biome]].&lt;br /&gt;
&lt;br /&gt;
== Resetting the World Painter ==&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=40383.0]&lt;br /&gt;
&lt;br /&gt;
This is a link to the relevant thread on the Bay12 forums.&lt;br /&gt;
&lt;br /&gt;
If you have inadvertently entered and exited the World Painter and are receiving [[World rejection|world rejections]], re-enter the world painter and click &amp;quot;Will be saved&amp;quot; to toggle the parameters to &amp;quot;Randomize at gen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:World painter]]&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:World_painter&amp;diff=286826</id>
		<title>DF2014:World painter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:World_painter&amp;diff=286826"/>
		<updated>2023-01-21T08:12:31Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* The Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:59, 4 May 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map, that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said, it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
The game refers to this tool as &amp;quot;Set Preset Field Values&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
To start the world painter:&lt;br /&gt;
# Open ''Dwarf Fortress''.&lt;br /&gt;
# Select &amp;quot;Design New World With Advanced Parameters&amp;quot;.&lt;br /&gt;
# Select a parameter set using {{k|↑|↓}}.&lt;br /&gt;
# Press {{k|e}} to enter advanced parameters.&lt;br /&gt;
# Press {{k|p}} (&amp;quot;Set Preset Field Values&amp;quot;) to open the world painter.&lt;br /&gt;
&lt;br /&gt;
Unlike most other aspects of ''Dwarf Fortress'', the world painter requires a mouse or other [[wikipedia:Pointing_device|pointing device]] for basic functionality, such as navigation and parameter painting.&lt;br /&gt;
[[File:Worldpainter.png|250px|thumb|right|Basic world painter window.]]&lt;br /&gt;
&lt;br /&gt;
The interface is reasonably simple.  Simply left click on a tile and the settings on the right side of the screen with be applied to that tile.  To move the view, right click and your active tile will be centered at cursor's location. To make a tile active, paint something there or just press {{k|ENTER}}. You can left click on any of the text on the right to change the setting it represents.  By clicking on the title of one of the settings, or the &amp;lt;View&amp;gt; text to the right of it, you can replace the default view with a view representing just that parameter (You can return to the normal view by pressing &lt;br /&gt;
{{k|ENTER}}.  By clicking the text &amp;quot;brush = ____&amp;quot;, you can change the value of that parameter.  Clicking on the text &amp;quot;painting&amp;quot; will toggle whether the parameter is painted when you click on a tile, and clicking on &amp;quot;Will Be Saved&amp;quot;, will allow the world generator to deal with that parameter, instead of using what was painted.&lt;br /&gt;
&lt;br /&gt;
It's easier to start with elevation by setting painting on only there, and continue with rain and drainage together.&lt;br /&gt;
&lt;br /&gt;
== The Settings ==&lt;br /&gt;
Rainfall goes from 0-100, with 0 making dry areas&lt;br /&gt;
&lt;br /&gt;
Elevation goes from 1-400, with anything below 100 being water, and with 300+ being mountain.&lt;br /&gt;
&lt;br /&gt;
The available temperature range depends on the min and max temperature setting, and has little visible effect in the editor, with the exception of creating glaciers and tundra near the edges.&lt;br /&gt;
&lt;br /&gt;
Drainage goes from 0-100, with 0 making areas that retain water, such as swamps and deserts, and 100 making areas that lose any rainfall that comes, such as forests and badlands.&lt;br /&gt;
&lt;br /&gt;
Savagery goes from 0-100, and has no effect on the land, but influences the wildlife that will spawn there.&lt;br /&gt;
&lt;br /&gt;
Volcanism goes from 0-100, with 0 never having volcanoes and 100 always having them, unless a maximum is otherwise specified in the advanced options{{verify}}.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[biome]].&lt;br /&gt;
&lt;br /&gt;
== Resetting the World Painter ==&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=40383.0]&lt;br /&gt;
&lt;br /&gt;
This is a link to the relevant thread on the Bay12 forums.&lt;br /&gt;
&lt;br /&gt;
If you have inadvertently entered and exited the World Painter and are receiving [[World rejection|world rejections]], re-enter the world painter and click &amp;quot;Will be saved&amp;quot; to toggle the parameters to &amp;quot;Randomize at gen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:World painter]]&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Biome&amp;diff=286825</id>
		<title>DF2014:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Biome&amp;diff=286825"/>
		<updated>2023-01-21T08:09:13Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Generating a Biome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:08, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:biome_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of [[stone layer]]s, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes you select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
[[File:biome_view.png|thumb|160px|right|An upper grassy biome, and a lower desert one.]]Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the function keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
== Characteristics of biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[Fuel|coal]] or useful [[ore]]s.  [[Mountain]]s have a lot of [[ore]], but no [[soil]].&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
&lt;br /&gt;
''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to 48x48 ingame tiles''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes, you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].&lt;br /&gt;
&lt;br /&gt;
All biomes also have some kind of &amp;quot;alignment&amp;quot; -- good, neutral, or evil -- and a degree of &amp;quot;savagery&amp;quot;, which essentially measures how relatively peaceful the biome is. The combination of alignment and savagery is referred to as the biome's [[surroundings]]. However, a named region (which is a contiguous area of one category of biomes, such as [[forest]]s or [[wetland]]s) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment, and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have combinations of different alignments and savageries, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]], or [[mountain]] biomes, you will not be able to embark (the dwarves would have difficulty parking their [[wagon (embark)|wagon]] on water, while mountains are too barren and remote to reach).&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Wetland]]s ===&lt;br /&gt;
Wetlands may be [[Swamp]] or [[Marsh]]; may be Freshwater or Saltwater; and may be [[temperate]] or [[tropical]].  In addition, there are [[mangrove]] swamps.&lt;br /&gt;
&lt;br /&gt;
=== [[Forest]]s ===&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Temperate]] [[Coniferous forest|Coniferous Forest]]&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest|Broadleaf Forest]]&lt;br /&gt;
*[[Tropical]] Coniferous Forest&lt;br /&gt;
*[[Tropical]] Dry Broadleaf Forest (* due a bug, only generates in worlds with poles of a Medium or Large size)&lt;br /&gt;
*[[Tropical]] Moist Broadleaf Forest&lt;br /&gt;
&lt;br /&gt;
=== Plains ===&lt;br /&gt;
Plains include [[grassland]], [[savanna]] and [[shrubland]]; they may be either [[temperate]] or [[tropical]].&lt;br /&gt;
&lt;br /&gt;
=== [[Desert]]s ===&lt;br /&gt;
Desert biomes are the driest of all the biomes with sparse to no vegetation. There are three varieties of deserts: '''Badlands''', '''Rocky Wasteland''', and '''Sand Desert''' characterized by very little arable land, stony plains and billowing sand dunes. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean]]s ===&lt;br /&gt;
An expansive body of salt water. There are three varieties of oceans, based on temperature: Arctic, Temperate and Tropical.&lt;br /&gt;
&lt;br /&gt;
=== Murky [[Pool]]s ===&lt;br /&gt;
These include Freshwater, Saltwater and Brackish pools, which may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[Lake]]s ===&lt;br /&gt;
Like pools, these may be Freshwater, Saltwater or Brackish lakes, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[River]]s ===&lt;br /&gt;
Like pools and lakes, these may be Freshwater, Saltwater or Brackish rivers, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== Underground ===&lt;br /&gt;
* Subterranean Water&lt;br /&gt;
* Subterranean Chasm&lt;br /&gt;
* Subterranean Magma&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
Certain creatures and plants use special biome tokens to encompass several similar environments.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;{{token|NOT_FREEZING|biome}}&amp;quot; includes all land biomes except Mountains, Glaciers, and Tundras.  All plants require a &amp;quot;Not Freezing&amp;quot; biome (or a more specific biome group); you will be unable to grow any aboveground crops at all in a Mountain biome.&lt;br /&gt;
* &amp;quot;Any Temperate Broadleaf&amp;quot; includes temperate broadleaf forests as well as grasslands, savannas, shrublands, swamps, and marshes.&lt;br /&gt;
* &amp;quot;Any Tropical Broadleaf&amp;quot; includes tropical dry/moist broadleaf forests as well as grasslands, savannas, shrublands, swamps (including Mangrove), and marshes.&lt;br /&gt;
&lt;br /&gt;
More information can be found in the [[Biome token]] list.&lt;br /&gt;
&lt;br /&gt;
== Generating a Biome ==&lt;br /&gt;
&lt;br /&gt;
When using [[advanced world generation]] or [[world painter]] to attempt to create the &amp;quot;perfect&amp;quot; starting location, it helps to understand how biomes are created. Biomes are calculated for each region tile (the center map when choosing an embark), then noise is calculated and applied which causes the irregular region boundaries on the local map. For the most part, a region's biome is a factor of elevation, drainage, rainfall, and temperature, as explained in [http://www.bay12forums.com/smf/index.php?topic=20685.0 this old forum thread for 40d].&lt;br /&gt;
&lt;br /&gt;
When determining the biome, elevation comes first; any terrain with an elevation of 0-99 is ocean, while any terrain with an elevation of 300-400 is mountain. All other biomes lie in between these two extremes. The remaining base biomes are determined by the combination of drainage and rainfall.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Biome_Distribution.png|699px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
All other biomes are variations on the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome, 33 is a freshwater swamp or marsh but a brackish lake, 66 is a saltwater biome, and 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures. Tropical Saltwater Swamps are converted to Mangrove Swamps when drainage is 9 or less. Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by latitude, elevation, and moisture. Additionally, when the pole setting is none, the tropical or frozen biome variants do not respect the otherwise static divisions.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes|*}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=286824</id>
		<title>Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=286824"/>
		<updated>2023-01-21T08:08:53Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Generating a Biome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:biome_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of [[stone layer]]s, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes you select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
[[File:biome_view.png|thumb|160px|right|An upper grassy biome, and a lower desert one.]]Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the function keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
== Characteristics of biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[Fuel|coal]] or useful [[ore]]s.  [[Mountain]]s have a lot of [[ore]], but no [[soil]].&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
&lt;br /&gt;
''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to 48x48 ingame tiles''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes, you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].&lt;br /&gt;
&lt;br /&gt;
All biomes also have some kind of &amp;quot;alignment&amp;quot; -- good, neutral, or evil -- and a degree of &amp;quot;savagery&amp;quot;, which essentially measures how relatively peaceful the biome is. The combination of alignment and savagery is referred to as the biome's [[surroundings]]. However, a named region (which is a contiguous area of one category of biomes, such as [[forest]]s or [[wetland]]s) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment, and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have combinations of different alignments and savageries, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]], or [[mountain]] biomes, you will not be able to embark (the dwarves would have difficulty parking their [[wagon (embark)|wagon]] on water, while mountains are too barren and remote to reach).&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Wetland]]s ===&lt;br /&gt;
Wetlands may be [[Swamp]] or [[Marsh]]; may be Freshwater or Saltwater; and may be [[temperate]] or [[tropical]].  In addition, there are [[mangrove]] swamps.&lt;br /&gt;
&lt;br /&gt;
=== [[Forest]]s ===&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Temperate]] [[Coniferous forest|Coniferous Forest]]&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest|Broadleaf Forest]]&lt;br /&gt;
*[[Tropical]] Coniferous Forest&lt;br /&gt;
*[[Tropical]] Dry Broadleaf Forest (* due a bug, only generates in worlds with poles of a Medium or Large size)&lt;br /&gt;
*[[Tropical]] Moist Broadleaf Forest&lt;br /&gt;
&lt;br /&gt;
=== Plains ===&lt;br /&gt;
Plains include [[grassland]], [[savanna]] and [[shrubland]]; they may be either [[temperate]] or [[tropical]].&lt;br /&gt;
&lt;br /&gt;
=== [[Desert]]s ===&lt;br /&gt;
Desert biomes are the driest of all the biomes with sparse to no vegetation. There are three varieties of deserts: '''Badlands''', '''Rocky Wasteland''', and '''Sand Desert''' characterized by very little arable land, stony plains and billowing sand dunes. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean]]s ===&lt;br /&gt;
An expansive body of salt water. There are three varieties of oceans, based on temperature: Arctic, Temperate and Tropical.&lt;br /&gt;
&lt;br /&gt;
=== Murky [[Pool]]s ===&lt;br /&gt;
These include Freshwater, Saltwater and Brackish pools, which may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[Lake]]s ===&lt;br /&gt;
Like pools, these may be Freshwater, Saltwater or Brackish lakes, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[River]]s ===&lt;br /&gt;
Like pools and lakes, these may be Freshwater, Saltwater or Brackish rivers, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== Underground ===&lt;br /&gt;
* Subterranean Water&lt;br /&gt;
* Subterranean Chasm&lt;br /&gt;
* Subterranean Magma&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
Certain creatures and plants use special biome tokens to encompass several similar environments.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;{{token|NOT_FREEZING|biome}}&amp;quot; includes all land biomes except Mountains, Glaciers, and Tundras.  All plants require a &amp;quot;Not Freezing&amp;quot; biome (or a more specific biome group); you will be unable to grow any aboveground crops at all in a Mountain biome.&lt;br /&gt;
* &amp;quot;Any Temperate Broadleaf&amp;quot; includes temperate broadleaf forests as well as grasslands, savannas, shrublands, swamps, and marshes.&lt;br /&gt;
* &amp;quot;Any Tropical Broadleaf&amp;quot; includes tropical dry/moist broadleaf forests as well as grasslands, savannas, shrublands, swamps (including Mangrove), and marshes.&lt;br /&gt;
&lt;br /&gt;
More information can be found in the [[Biome token]] list.&lt;br /&gt;
&lt;br /&gt;
== Generating a Biome ==&lt;br /&gt;
&lt;br /&gt;
When using [[advanced world generation]] or [[world painter]] to attempt to create the &amp;quot;perfect&amp;quot; starting location, it helps to understand how biomes are created. Biomes are calculated for each region tile (the center map when choosing an embark), then noise is calculated and applied which causes the irregular region boundaries on the local map. For the most part, a region's biome is a factor of elevation, drainage, rainfall, and temperature, as explained in [http://www.bay12forums.com/smf/index.php?topic=20685.0 this old forum thread for 40d].&lt;br /&gt;
&lt;br /&gt;
When determining the biome, elevation comes first; any terrain with an elevation of 0-99 is ocean, while any terrain with an elevation of 300-400 is mountain. All other biomes lie in between these two extremes. The remaining base biomes are determined by the combination of drainage and rainfall.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Biome_Distribution.png|699px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
All other biomes are variations on the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome, 33 is a freshwater swamp or marsh but a brackish lake, 66 is a saltwater biome, and 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures. Tropical Saltwater Swamps are converted to Mangrove Swamps when drainage is 9 or less. Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by latitude, elevation, and moisture. Additionally, when the pole setting is none, the tropical or frozen biome variants do not respect the otherwise static divisions.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes|*}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=286823</id>
		<title>Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=286823"/>
		<updated>2023-01-21T08:08:31Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Generating a Biome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:biome_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of [[stone layer]]s, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes you select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
[[File:biome_view.png|thumb|160px|right|An upper grassy biome, and a lower desert one.]]Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the function keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
== Characteristics of biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[Fuel|coal]] or useful [[ore]]s.  [[Mountain]]s have a lot of [[ore]], but no [[soil]].&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
&lt;br /&gt;
''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to 48x48 ingame tiles''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes, you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].&lt;br /&gt;
&lt;br /&gt;
All biomes also have some kind of &amp;quot;alignment&amp;quot; -- good, neutral, or evil -- and a degree of &amp;quot;savagery&amp;quot;, which essentially measures how relatively peaceful the biome is. The combination of alignment and savagery is referred to as the biome's [[surroundings]]. However, a named region (which is a contiguous area of one category of biomes, such as [[forest]]s or [[wetland]]s) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment, and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have combinations of different alignments and savageries, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]], or [[mountain]] biomes, you will not be able to embark (the dwarves would have difficulty parking their [[wagon (embark)|wagon]] on water, while mountains are too barren and remote to reach).&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Wetland]]s ===&lt;br /&gt;
Wetlands may be [[Swamp]] or [[Marsh]]; may be Freshwater or Saltwater; and may be [[temperate]] or [[tropical]].  In addition, there are [[mangrove]] swamps.&lt;br /&gt;
&lt;br /&gt;
=== [[Forest]]s ===&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Temperate]] [[Coniferous forest|Coniferous Forest]]&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest|Broadleaf Forest]]&lt;br /&gt;
*[[Tropical]] Coniferous Forest&lt;br /&gt;
*[[Tropical]] Dry Broadleaf Forest (* due a bug, only generates in worlds with poles of a Medium or Large size)&lt;br /&gt;
*[[Tropical]] Moist Broadleaf Forest&lt;br /&gt;
&lt;br /&gt;
=== Plains ===&lt;br /&gt;
Plains include [[grassland]], [[savanna]] and [[shrubland]]; they may be either [[temperate]] or [[tropical]].&lt;br /&gt;
&lt;br /&gt;
=== [[Desert]]s ===&lt;br /&gt;
Desert biomes are the driest of all the biomes with sparse to no vegetation. There are three varieties of deserts: '''Badlands''', '''Rocky Wasteland''', and '''Sand Desert''' characterized by very little arable land, stony plains and billowing sand dunes. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean]]s ===&lt;br /&gt;
An expansive body of salt water. There are three varieties of oceans, based on temperature: Arctic, Temperate and Tropical.&lt;br /&gt;
&lt;br /&gt;
=== Murky [[Pool]]s ===&lt;br /&gt;
These include Freshwater, Saltwater and Brackish pools, which may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[Lake]]s ===&lt;br /&gt;
Like pools, these may be Freshwater, Saltwater or Brackish lakes, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[River]]s ===&lt;br /&gt;
Like pools and lakes, these may be Freshwater, Saltwater or Brackish rivers, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== Underground ===&lt;br /&gt;
* Subterranean Water&lt;br /&gt;
* Subterranean Chasm&lt;br /&gt;
* Subterranean Magma&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
Certain creatures and plants use special biome tokens to encompass several similar environments.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;{{token|NOT_FREEZING|biome}}&amp;quot; includes all land biomes except Mountains, Glaciers, and Tundras.  All plants require a &amp;quot;Not Freezing&amp;quot; biome (or a more specific biome group); you will be unable to grow any aboveground crops at all in a Mountain biome.&lt;br /&gt;
* &amp;quot;Any Temperate Broadleaf&amp;quot; includes temperate broadleaf forests as well as grasslands, savannas, shrublands, swamps, and marshes.&lt;br /&gt;
* &amp;quot;Any Tropical Broadleaf&amp;quot; includes tropical dry/moist broadleaf forests as well as grasslands, savannas, shrublands, swamps (including Mangrove), and marshes.&lt;br /&gt;
&lt;br /&gt;
More information can be found in the [[Biome token]] list.&lt;br /&gt;
&lt;br /&gt;
== Generating a Biome ==&lt;br /&gt;
&lt;br /&gt;
When using [[advanced world generation]] or [[world painter]] to attempt to create the &amp;quot;perfect&amp;quot; starting location, it helps to understand how biomes are created. Biomes are calculated for each region tile (the center map when choosing an embark), then noise is calculated and applied which causes the irregular region boundaries on the local map. For the most part, a region's biome is a factor of elevation, drainage, rainfall, and temperature, as explained in [http://www.bay12forums.com/smf/index.php?topic=20685.0 this old forum thread for 40d].&lt;br /&gt;
&lt;br /&gt;
When determining the biome, elevation comes first; any terrain with an elevation of 0-99 is ocean, while any terrain with an elevation of 300-400 is mountain. All other biomes lie in between these two extremes. The remaining base biomes are determined by the combination of drainage and rainfall.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Biome_Distribution.png|699px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
All other biomes are variations on the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome, 33 is a freshwater swamp or marsh but a brackish lake, 66 is a saltwater biome, and 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures. Tropical Saltwater Swamps are converted to Mangrove Swamps when drainage is 9 or less. Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by both latitude, elevation, and moisture. Additionally, when the pole setting is none, the tropical or frozen biome variants do not respect the otherwise static divisions.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes|*}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Biome&amp;diff=286822</id>
		<title>DF2014:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Biome&amp;diff=286822"/>
		<updated>2023-01-21T08:07:58Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Generating a Biome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:08, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:biome_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of [[stone layer]]s, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes you select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
[[File:biome_view.png|thumb|160px|right|An upper grassy biome, and a lower desert one.]]Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the function keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
== Characteristics of biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[Fuel|coal]] or useful [[ore]]s.  [[Mountain]]s have a lot of [[ore]], but no [[soil]].&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
&lt;br /&gt;
''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to 48x48 ingame tiles''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes, you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].&lt;br /&gt;
&lt;br /&gt;
All biomes also have some kind of &amp;quot;alignment&amp;quot; -- good, neutral, or evil -- and a degree of &amp;quot;savagery&amp;quot;, which essentially measures how relatively peaceful the biome is. The combination of alignment and savagery is referred to as the biome's [[surroundings]]. However, a named region (which is a contiguous area of one category of biomes, such as [[forest]]s or [[wetland]]s) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment, and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have combinations of different alignments and savageries, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]], or [[mountain]] biomes, you will not be able to embark (the dwarves would have difficulty parking their [[wagon (embark)|wagon]] on water, while mountains are too barren and remote to reach).&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Wetland]]s ===&lt;br /&gt;
Wetlands may be [[Swamp]] or [[Marsh]]; may be Freshwater or Saltwater; and may be [[temperate]] or [[tropical]].  In addition, there are [[mangrove]] swamps.&lt;br /&gt;
&lt;br /&gt;
=== [[Forest]]s ===&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Temperate]] [[Coniferous forest|Coniferous Forest]]&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest|Broadleaf Forest]]&lt;br /&gt;
*[[Tropical]] Coniferous Forest&lt;br /&gt;
*[[Tropical]] Dry Broadleaf Forest (* due a bug, only generates in worlds with poles of a Medium or Large size)&lt;br /&gt;
*[[Tropical]] Moist Broadleaf Forest&lt;br /&gt;
&lt;br /&gt;
=== Plains ===&lt;br /&gt;
Plains include [[grassland]], [[savanna]] and [[shrubland]]; they may be either [[temperate]] or [[tropical]].&lt;br /&gt;
&lt;br /&gt;
=== [[Desert]]s ===&lt;br /&gt;
Desert biomes are the driest of all the biomes with sparse to no vegetation. There are three varieties of deserts: '''Badlands''', '''Rocky Wasteland''', and '''Sand Desert''' characterized by very little arable land, stony plains and billowing sand dunes. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean]]s ===&lt;br /&gt;
An expansive body of salt water. There are three varieties of oceans, based on temperature: Arctic, Temperate and Tropical.&lt;br /&gt;
&lt;br /&gt;
=== Murky [[Pool]]s ===&lt;br /&gt;
These include Freshwater, Saltwater and Brackish pools, which may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[Lake]]s ===&lt;br /&gt;
Like pools, these may be Freshwater, Saltwater or Brackish lakes, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[River]]s ===&lt;br /&gt;
Like pools and lakes, these may be Freshwater, Saltwater or Brackish rivers, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== Underground ===&lt;br /&gt;
* Subterranean Water&lt;br /&gt;
* Subterranean Chasm&lt;br /&gt;
* Subterranean Magma&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
Certain creatures and plants use special biome tokens to encompass several similar environments.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;{{token|NOT_FREEZING|biome}}&amp;quot; includes all land biomes except Mountains, Glaciers, and Tundras.  All plants require a &amp;quot;Not Freezing&amp;quot; biome (or a more specific biome group); you will be unable to grow any aboveground crops at all in a Mountain biome.&lt;br /&gt;
* &amp;quot;Any Temperate Broadleaf&amp;quot; includes temperate broadleaf forests as well as grasslands, savannas, shrublands, swamps, and marshes.&lt;br /&gt;
* &amp;quot;Any Tropical Broadleaf&amp;quot; includes tropical dry/moist broadleaf forests as well as grasslands, savannas, shrublands, swamps (including Mangrove), and marshes.&lt;br /&gt;
&lt;br /&gt;
More information can be found in the [[Biome token]] list.&lt;br /&gt;
&lt;br /&gt;
== Generating a Biome ==&lt;br /&gt;
&lt;br /&gt;
When using [[advanced world generation]] or [[world painter]] to attempt to create the &amp;quot;perfect&amp;quot; starting location, it helps to understand how biomes are created. Biomes are calculated for each region tile (the center map when choosing an embark), then noise is calculated and applied which causes the irregular region boundaries on the local map. For the most part, a region's biome is a factor of elevation, drainage, rainfall, and temperature, as explained in [http://www.bay12forums.com/smf/index.php?topic=20685.0 this old forum thread for 40d].&lt;br /&gt;
&lt;br /&gt;
When determining the biome, elevation comes first; any terrain with an elevation of 0-99 is ocean, while any terrain with an elevation of 300-400 is mountain. All other biomes lie in between these two extremes. The remaining base biomes are determined by the combination of drainage and rainfall.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Biome_Distribution.png|699px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
All other biomes are variations on the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome, 33 is a freshwater swamp or marsh but a brackish lake, 66 is a saltwater biome, and 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures. Tropical Saltwater Swamps are converted to Mangrove Swamps when drainage is 9 or less. Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by both latitude, elevation, and moisture. Additionally, when the pole setting is none, the tropical or frozen biome variants do not respect the otherwise static divisions.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes|*}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Biome&amp;diff=286821</id>
		<title>DF2014:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Biome&amp;diff=286821"/>
		<updated>2023-01-21T08:06:54Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Available Biomes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:08, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:biome_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of [[stone layer]]s, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes you select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
[[File:biome_view.png|thumb|160px|right|An upper grassy biome, and a lower desert one.]]Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the function keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
== Characteristics of biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[Fuel|coal]] or useful [[ore]]s.  [[Mountain]]s have a lot of [[ore]], but no [[soil]].&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
&lt;br /&gt;
''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to 48x48 ingame tiles''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes, you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].&lt;br /&gt;
&lt;br /&gt;
All biomes also have some kind of &amp;quot;alignment&amp;quot; -- good, neutral, or evil -- and a degree of &amp;quot;savagery&amp;quot;, which essentially measures how relatively peaceful the biome is. The combination of alignment and savagery is referred to as the biome's [[surroundings]]. However, a named region (which is a contiguous area of one category of biomes, such as [[forest]]s or [[wetland]]s) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment, and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have combinations of different alignments and savageries, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]], or [[mountain]] biomes, you will not be able to embark (the dwarves would have difficulty parking their [[wagon (embark)|wagon]] on water, while mountains are too barren and remote to reach).&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Wetland]]s ===&lt;br /&gt;
Wetlands may be [[Swamp]] or [[Marsh]]; may be Freshwater or Saltwater; and may be [[temperate]] or [[tropical]].  In addition, there are [[mangrove]] swamps.&lt;br /&gt;
&lt;br /&gt;
=== [[Forest]]s ===&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Temperate]] [[Coniferous forest|Coniferous Forest]]&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest|Broadleaf Forest]]&lt;br /&gt;
*[[Tropical]] Coniferous Forest&lt;br /&gt;
*[[Tropical]] Dry Broadleaf Forest (* due a bug, only generates in worlds with poles of a Medium or Large size)&lt;br /&gt;
*[[Tropical]] Moist Broadleaf Forest&lt;br /&gt;
&lt;br /&gt;
=== Plains ===&lt;br /&gt;
Plains include [[grassland]], [[savanna]] and [[shrubland]]; they may be either [[temperate]] or [[tropical]].&lt;br /&gt;
&lt;br /&gt;
=== [[Desert]]s ===&lt;br /&gt;
Desert biomes are the driest of all the biomes with sparse to no vegetation. There are three varieties of deserts: '''Badlands''', '''Rocky Wasteland''', and '''Sand Desert''' characterized by very little arable land, stony plains and billowing sand dunes. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean]]s ===&lt;br /&gt;
An expansive body of salt water. There are three varieties of oceans, based on temperature: Arctic, Temperate and Tropical.&lt;br /&gt;
&lt;br /&gt;
=== Murky [[Pool]]s ===&lt;br /&gt;
These include Freshwater, Saltwater and Brackish pools, which may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[Lake]]s ===&lt;br /&gt;
Like pools, these may be Freshwater, Saltwater or Brackish lakes, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[River]]s ===&lt;br /&gt;
Like pools and lakes, these may be Freshwater, Saltwater or Brackish rivers, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== Underground ===&lt;br /&gt;
* Subterranean Water&lt;br /&gt;
* Subterranean Chasm&lt;br /&gt;
* Subterranean Magma&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
Certain creatures and plants use special biome tokens to encompass several similar environments.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;{{token|NOT_FREEZING|biome}}&amp;quot; includes all land biomes except Mountains, Glaciers, and Tundras.  All plants require a &amp;quot;Not Freezing&amp;quot; biome (or a more specific biome group); you will be unable to grow any aboveground crops at all in a Mountain biome.&lt;br /&gt;
* &amp;quot;Any Temperate Broadleaf&amp;quot; includes temperate broadleaf forests as well as grasslands, savannas, shrublands, swamps, and marshes.&lt;br /&gt;
* &amp;quot;Any Tropical Broadleaf&amp;quot; includes tropical dry/moist broadleaf forests as well as grasslands, savannas, shrublands, swamps (including Mangrove), and marshes.&lt;br /&gt;
&lt;br /&gt;
More information can be found in the [[Biome token]] list.&lt;br /&gt;
&lt;br /&gt;
== Generating a Biome ==&lt;br /&gt;
&lt;br /&gt;
When using [[advanced world generation]] or [[world painter]] to attempt to create the &amp;quot;perfect&amp;quot; starting location, it helps to understand how biomes are created. Biomes are calculated for each region tile (the center map when choosing an embark), then noise is calculated and applied which causes the irregular region boundaries on the local map. For the most part, a region's biome is a factor of elevation, drainage, rainfall, and temperature, as explained in [http://www.bay12forums.com/smf/index.php?topic=20685.0 this old forum thread for 40d].&lt;br /&gt;
&lt;br /&gt;
When determining the biome, elevation comes first; any terrain with an elevation of 0-99 is ocean, while any terrain with an elevation of 300-400 is mountain. All other biomes lie in between these two extremes. The remaining base biomes are determined by the combination of drainage and rainfall.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Biome_Distribution.png|699px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
All other biomes are variations on the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome, 33 is a freshwater swamp or marsh but a brackish lake, 66 is a saltwater biome, and 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures. Tropical Saltwater Swamps are converted to Mangrove Swamps when drainage is 9 or less. Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by both latitude and elevation. Additionally, when the pole setting is none, the tropical or frozen biome variants do not respect the otherwise static divisions.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes|*}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=286820</id>
		<title>Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=286820"/>
		<updated>2023-01-21T08:06:43Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Available Biomes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:biome_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of [[stone layer]]s, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes you select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
[[File:biome_view.png|thumb|160px|right|An upper grassy biome, and a lower desert one.]]Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the function keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
== Characteristics of biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[Fuel|coal]] or useful [[ore]]s.  [[Mountain]]s have a lot of [[ore]], but no [[soil]].&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
&lt;br /&gt;
''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate. One embark square translates to 48x48 ingame tiles''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes, you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].&lt;br /&gt;
&lt;br /&gt;
All biomes also have some kind of &amp;quot;alignment&amp;quot; -- good, neutral, or evil -- and a degree of &amp;quot;savagery&amp;quot;, which essentially measures how relatively peaceful the biome is. The combination of alignment and savagery is referred to as the biome's [[surroundings]]. However, a named region (which is a contiguous area of one category of biomes, such as [[forest]]s or [[wetland]]s) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment, and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have combinations of different alignments and savageries, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]], or [[mountain]] biomes, you will not be able to embark (the dwarves would have difficulty parking their [[wagon (embark)|wagon]] on water, while mountains are too barren and remote to reach).&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Wetland]]s ===&lt;br /&gt;
Wetlands may be [[Swamp]] or [[Marsh]]; may be Freshwater or Saltwater; and may be [[temperate]] or [[tropical]].  In addition, there are [[mangrove]] swamps.&lt;br /&gt;
&lt;br /&gt;
=== [[Forest]]s ===&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Temperate]] [[Coniferous forest|Coniferous Forest]]&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest|Broadleaf Forest]]&lt;br /&gt;
*[[Tropical]] Coniferous Forest&lt;br /&gt;
*[[Tropical]] Dry Broadleaf Forest (* due a bug, only generates in worlds with poles of a Medium or Large size)&lt;br /&gt;
*[[Tropical]] Moist Broadleaf Forest&lt;br /&gt;
&lt;br /&gt;
=== Plains ===&lt;br /&gt;
Plains include [[grassland]], [[savanna]] and [[shrubland]]; they may be either [[temperate]] or [[tropical]].&lt;br /&gt;
&lt;br /&gt;
=== [[Desert]]s ===&lt;br /&gt;
Desert biomes are the driest of all the biomes with sparse to no vegetation. There are three varieties of deserts: '''Badlands''', '''Rocky Wasteland''', and '''Sand Desert''' characterized by very little arable land, stony plains and billowing sand dunes. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean]]s ===&lt;br /&gt;
An expansive body of salt water. There are three varieties of oceans, based on temperature: Arctic, Temperate and Tropical.&lt;br /&gt;
&lt;br /&gt;
=== Murky [[Pool]]s ===&lt;br /&gt;
These include Freshwater, Saltwater and Brackish pools, which may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[Lake]]s ===&lt;br /&gt;
Like pools, these may be Freshwater, Saltwater or Brackish lakes, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== [[River]]s ===&lt;br /&gt;
Like pools and lakes, these may be Freshwater, Saltwater or Brackish rivers, and may be either temperate or tropical.&lt;br /&gt;
&lt;br /&gt;
=== Underground ===&lt;br /&gt;
* Subterranean Water&lt;br /&gt;
* Subterranean Chasm&lt;br /&gt;
* Subterranean Magma&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
Certain creatures and plants use special biome tokens to encompass several similar environments.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;{{token|NOT_FREEZING|biome}}&amp;quot; includes all land biomes except Mountains, Glaciers, and Tundras.  All plants require a &amp;quot;Not Freezing&amp;quot; biome (or a more specific biome group); you will be unable to grow any aboveground crops at all in a Mountain biome.&lt;br /&gt;
* &amp;quot;Any Temperate Broadleaf&amp;quot; includes temperate broadleaf forests as well as grasslands, savannas, shrublands, swamps, and marshes.&lt;br /&gt;
* &amp;quot;Any Tropical Broadleaf&amp;quot; includes tropical dry/moist broadleaf forests as well as grasslands, savannas, shrublands, swamps (including Mangrove), and marshes.&lt;br /&gt;
&lt;br /&gt;
More information can be found in the [[Biome token]] list.&lt;br /&gt;
&lt;br /&gt;
== Generating a Biome ==&lt;br /&gt;
&lt;br /&gt;
When using [[advanced world generation]] or [[world painter]] to attempt to create the &amp;quot;perfect&amp;quot; starting location, it helps to understand how biomes are created. Biomes are calculated for each region tile (the center map when choosing an embark), then noise is calculated and applied which causes the irregular region boundaries on the local map. For the most part, a region's biome is a factor of elevation, drainage, rainfall, and temperature, as explained in [http://www.bay12forums.com/smf/index.php?topic=20685.0 this old forum thread for 40d].&lt;br /&gt;
&lt;br /&gt;
When determining the biome, elevation comes first; any terrain with an elevation of 0-99 is ocean, while any terrain with an elevation of 300-400 is mountain. All other biomes lie in between these two extremes. The remaining base biomes are determined by the combination of drainage and rainfall.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Biome_Distribution.png|699px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
All other biomes are variations on the corresponding base biome shown above. For example, salinity determines the type of lake, swamp, and marsh. A salinity of 0 is a freshwater biome, 33 is a freshwater swamp or marsh but a brackish lake, 66 is a saltwater biome, and 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures at or below -5 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between -4 and 9 (inclusive) Conifer Forests become Taiga. At the other end of the temperature scale, biomes become tropical at around 85+; generally speaking you'll need Hot and Scorching temperatures. Tropical Saltwater Swamps are converted to Mangrove Swamps when drainage is 9 or less. Unfortunately, temperature is harder to affect directly in world gen because, according to Toady One, it's affected by both latitude and elevation. Additionally, when the pole setting is none, the tropical or frozen biome variants do not respect the otherwise static divisions.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes|*}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Weather&amp;diff=286819</id>
		<title>DF2014:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Weather&amp;diff=286819"/>
		<updated>2023-01-21T08:00:22Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Wind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:04, 19 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:weather_preview.png|300px|right]]'''Weather''' refers to any type of weather effect in ''Dwarf Fortress''. It includes snow, rain, and special features in evil surroundings. Additionally, one can observe clouds, fog/mist and the stars in adventure mode, however, they have no gameplay impact in fortress mode.&lt;br /&gt;
&lt;br /&gt;
Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.&lt;br /&gt;
&lt;br /&gt;
Normal (non-evil) weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required. &lt;br /&gt;
&lt;br /&gt;
== Normal weather ==&lt;br /&gt;
&lt;br /&gt;
=== Clouds ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are:&lt;br /&gt;
&lt;br /&gt;
* '''Clear sky (no clouds)''' — The sky is clear above you.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|α|7:0:1}} '''Scattered cumulus''' — There are scattered puffy clouds above you.&lt;br /&gt;
* {{Tile|β|7:0:0}} '''Many cumulus (causes rain)''' — There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
* {{Tile|¶|0:0:1}} '''Cumulonimbus (causes rain)''' — A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|≡|7:0:1}} '''Cirrus''' — The sky is striped with high, thin clouds.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|█|7:0:1}} '''Altostratus''' — The sky above you is hazy and white.&lt;br /&gt;
* {{Tile|█|7:0:0}} '''Stratus (causes rain)''' — The sky above you is gray.&lt;br /&gt;
* {{Tile|█|0:0:1}} '''Nimbostratus (causes rain)''' — The sky above you is a uniform and dark gray.&lt;br /&gt;
&lt;br /&gt;
Additionally, some unique messages occur when there are clouds in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* '''Scattered cumulus and cirrus''' — There are scattered clouds underneath a striped sky.&lt;br /&gt;
* '''Many cumulus and cirrus''' — Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
* '''Cumulonimbus and cirrus''' — A dark, towering cloud rises into a striped sky.&lt;br /&gt;
* '''Altostratus and cumulonimbus''' — A towering gray cloud descends from the white sky above you.&lt;br /&gt;
* '''Stratus cumulonimbus''' — The sky above you is completely gray, with dark cloud pillars pressing through it.&lt;br /&gt;
* '''Nimbostratus and cumulonimbus''' — The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds.&lt;br /&gt;
&lt;br /&gt;
=== Fog / Mist ===&lt;br /&gt;
&lt;br /&gt;
Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|░|7:0:1}} '''Thin Mist''' — There is a thin mist here.&lt;br /&gt;
* {{Tile|▒|7:0:1}} '''Fog''' — Fog enshrouds the area.&lt;br /&gt;
* {{Tile|▓|7:0:1}} '''Thick Fog''' — There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
&lt;br /&gt;
The symbols shown on the fast travel map are shown regardless of whether you have {{k|c}} enabled or not. If you have cloud viewing enabled, clouds in the same position as the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding area.&lt;br /&gt;
&lt;br /&gt;
=== Precipitation ===&lt;br /&gt;
==== Rain ====&lt;br /&gt;
{{DFtext|The wet season has arrived!|1:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|It is raining.|1:1}}&lt;br /&gt;
&lt;br /&gt;
Rainfall occurs occasionally. Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]].&lt;br /&gt;
&lt;br /&gt;
When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate, the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s.&lt;br /&gt;
&lt;br /&gt;
==== Snow and Cold ====&lt;br /&gt;
{{DFtext|Winter is here.|7:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|A snow storm has come.|7:1}}&lt;br /&gt;
&lt;br /&gt;
If the [[climate|temperature]] is cold enough, snowfall rather than rainfall will occur, and outside water will freeze, including murky pools and rivers. This can happen in winter months in a moderate [[biome]], or at any time in freezing biomes like a [[tundra]] or [[glacier]]. &lt;br /&gt;
&lt;br /&gt;
Amid snowfall, the ground, trees and other surfaces will gradually become covered in snow. Dwarves caught outside during a snowstorm can have [[Thought#Weather|bad thoughts]] as well as freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest.&lt;br /&gt;
&lt;br /&gt;
In the freezing cold, outside water will freeze into a wall of [[ice]] of at least 4/7 deep, or a floor otherwise. Freezing ice acts much like [[obsidian]], and will instantly kill anything caught inside of it -- including creatures otherwise extremely hard to kill. In moderate biomes after winter has passed, ice will melt back into ponds. Ice walls will always thaw back into a full 7 units of liquid, regardless of the original water level, but ice floors will produce the original water depth when thawed. {{cite talk/this|Freezing/thawing ice}}&lt;br /&gt;
&lt;br /&gt;
[[Magma]] running under snow-covered ground will melt it, but unlike [[ice]], molten snow doesn't turn into [[water]].&lt;br /&gt;
&lt;br /&gt;
=== Wind ===&lt;br /&gt;
&lt;br /&gt;
In a given embark tile biome, there are three wind-related variables tracked: East-West Wind, North-South Wind, and Wind Strength. East-West and North-South can be positive or negative, and Wind Strength is equal to the sum of their absolute values; so if East-West is -10, and North-South wind speed is 4, then Wind Strength is 14. Moreover, wind is uniform across the entire embark at any given time; Wind Strength does NOT improve the higher up you go.&lt;br /&gt;
&lt;br /&gt;
East-West Wind is primarily driven by the latitude of the embark tile biome, and is modeled loosely after [https://en.wikipedia.org/wiki/Atmospheric_circulation atmospheric circulation]. For a given world, one end (either top or bottom) is the &amp;quot;pole&amp;quot; and the other is the &amp;quot;equator&amp;quot;. According to Toady One in a Future of the Fortress thread, &amp;quot;the directions alternate over the latitudes and depend on the pole settings, and yeah, a no-pole world is treated like a N+S pole world&amp;quot;. The following table gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131675.msg4656098#msg4656098]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cell&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
! Wind&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 0&lt;br /&gt;
| 0 thru 1&lt;br /&gt;
| 0 thru 3&lt;br /&gt;
| 0 thru 7&lt;br /&gt;
| 0 thru 15&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 1&lt;br /&gt;
| 2 thru 3&lt;br /&gt;
| 4 thru 7&lt;br /&gt;
| 8 thru 13&lt;br /&gt;
| 16 thru 27&lt;br /&gt;
| -14&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 7 thru 9&lt;br /&gt;
| 14 thru 19&lt;br /&gt;
| 28 thru 38&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| -&lt;br /&gt;
| 5&lt;br /&gt;
| 10 thru 11&lt;br /&gt;
| 20 thru 22&lt;br /&gt;
| 39 thru 45&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 23 thru 25&lt;br /&gt;
| 46 thru 50&lt;br /&gt;
| -11&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 13&lt;br /&gt;
| 26&lt;br /&gt;
| 51 thru 52&lt;br /&gt;
| +11&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 27&lt;br /&gt;
| 53 thru 54&lt;br /&gt;
| +12&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 7&lt;br /&gt;
| 14&lt;br /&gt;
| 28&lt;br /&gt;
| 55 thru 56&lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 29&lt;br /&gt;
| 57 thru 59&lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 15&lt;br /&gt;
| 30 thru 31&lt;br /&gt;
| 60 thru 62&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 32&lt;br /&gt;
| 63 thru 65&lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 17&lt;br /&gt;
| 33 thru 34&lt;br /&gt;
| 66 thru 69&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 35 thru 36&lt;br /&gt;
| 70 thru 73&lt;br /&gt;
| +18&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| 19&lt;br /&gt;
| 37 thru 38&lt;br /&gt;
| 74 thru 77&lt;br /&gt;
| +19&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 39 thru 41&lt;br /&gt;
| 78 thru 82&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 21&lt;br /&gt;
| 42 thru 43&lt;br /&gt;
| 83 thru 87&lt;br /&gt;
| +21&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 11&lt;br /&gt;
| 22 thru 23&lt;br /&gt;
| 44 thru 46&lt;br /&gt;
| 88 thru 92&lt;br /&gt;
| +22&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 47 thru 49&lt;br /&gt;
| 93 thru 98&lt;br /&gt;
| +23&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 13 thru 13&lt;br /&gt;
| 25 thru 26&lt;br /&gt;
| 50 thru 52&lt;br /&gt;
| 99 thru 104&lt;br /&gt;
| +24&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 7&lt;br /&gt;
| 14&lt;br /&gt;
| 27 thru 29&lt;br /&gt;
| 53 thru 58&lt;br /&gt;
| 105 thru 116&lt;br /&gt;
| +25&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 59 thru 61&lt;br /&gt;
| 117 thru 122&lt;br /&gt;
| +24&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 31 thru 32&lt;br /&gt;
| 62 thru 64&lt;br /&gt;
| 123 thru 128&lt;br /&gt;
| +23&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 33&lt;br /&gt;
| 65 thru 66&lt;br /&gt;
| 129 thru 133&lt;br /&gt;
| +22&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 17&lt;br /&gt;
| 34&lt;br /&gt;
| 67 thru 69&lt;br /&gt;
| 134 thru 138&lt;br /&gt;
| +21&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 35&lt;br /&gt;
| 70 thru 71&lt;br /&gt;
| 139 thru 143&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 36&lt;br /&gt;
| 72 thru 73&lt;br /&gt;
| 144 thru 147&lt;br /&gt;
| +19&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 37&lt;br /&gt;
| 74 thru 75&lt;br /&gt;
| 148 thru 151&lt;br /&gt;
| +18&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 19&lt;br /&gt;
| 38&lt;br /&gt;
| 77&lt;br /&gt;
| 152 thru 155&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 39&lt;br /&gt;
| 78 thru 79&lt;br /&gt;
| 156 thru 158&lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 159 thru 161&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 41&lt;br /&gt;
| 81 thru 82&lt;br /&gt;
| 162 thru 164&lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 83&lt;br /&gt;
| 165 thru 166&lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 21&lt;br /&gt;
| 42&lt;br /&gt;
| 84&lt;br /&gt;
| 167 thru 168&lt;br /&gt;
| +12&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 85&lt;br /&gt;
| 169 thru 170&lt;br /&gt;
| +11&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 43&lt;br /&gt;
| 86&lt;br /&gt;
| 171 thru 172&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 87&lt;br /&gt;
| 173 thru 175&lt;br /&gt;
| -14&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 11&lt;br /&gt;
| 22&lt;br /&gt;
| 44&lt;br /&gt;
| 88 thru 89&lt;br /&gt;
| 176 thru 178&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 45&lt;br /&gt;
| 90&lt;br /&gt;
| 179 thru 181&lt;br /&gt;
| -16&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| 23&lt;br /&gt;
| 46&lt;br /&gt;
| 91 thru 92&lt;br /&gt;
| 182 thru 184&lt;br /&gt;
| -17&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 47&lt;br /&gt;
| 93 thru 94&lt;br /&gt;
| 185 thru 188&lt;br /&gt;
| -18&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
| 95 thru 96&lt;br /&gt;
| 189 thru 192&lt;br /&gt;
| -19&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49&lt;br /&gt;
| 97 thru 99&lt;br /&gt;
| 193 thru 198&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 100 thru 101&lt;br /&gt;
| 199 thru 202&lt;br /&gt;
| -19&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 51&lt;br /&gt;
| 102 thru 103&lt;br /&gt;
| 203 thru 206&lt;br /&gt;
| -18&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 13&lt;br /&gt;
| 26&lt;br /&gt;
| 52&lt;br /&gt;
| 104&lt;br /&gt;
| 207 thru 209&lt;br /&gt;
| -17&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 53&lt;br /&gt;
| 105 thru 106&lt;br /&gt;
| 210 thru 212&lt;br /&gt;
| -16&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 107&lt;br /&gt;
| 213 thru 215&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| 27&lt;br /&gt;
| 54&lt;br /&gt;
| 108 thru 109&lt;br /&gt;
| 216 thru 218&lt;br /&gt;
| -14&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 55&lt;br /&gt;
| 110&lt;br /&gt;
| 219 thru 220&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 14 thru 16&lt;br /&gt;
| 28 thru 32&lt;br /&gt;
| 56 thru 64&lt;br /&gt;
| 111 thru 128&lt;br /&gt;
| 221 thru 256&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
Note: negative values indicate east-to-west winds, while positive values indicate west-to-east winds.&lt;br /&gt;
&lt;br /&gt;
In addition to east-west wind from latitude, certain parts of the world experience &amp;quot;mountain/valley winds and sea breezes&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=35139.msg547880#msg547880]. Such locations will receive additional wind each morning (corresponding to between 3:00 AM and 7:00 AM, and between 6:00 AM and 9:00 AM) and each afternoon (both corresponding to between 3:00 PM and 6:00 PM). A gust of wind affects both the east-west and north-south wind speeds, adding or subtracting 10 from each. The afternoon gust is always the opposite of the morning gust, so if the morning gust was +10 east-west and -10 north-south, the afternoon gust will be -10 east-west and +10 north-south.&lt;br /&gt;
&lt;br /&gt;
Currently, wind primarily interacts with [[windmill]]s to generate [[power]]. A total wind strength of between 1 and 14 generates 20 power, and between 15 and 29 generates 40 power. A total wind strength of 30+ generates 60 power, but this is currently only briefly achievable during gusts. In addition, wind affects the message you get when checking for the weather as an [[Adventure mode | adventurer]].&lt;br /&gt;
&lt;br /&gt;
== Evil weather ==&lt;br /&gt;
Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains.  They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of &amp;quot;abominable mist&amp;quot;, &amp;quot;unholy gloom&amp;quot; (clouds) or &amp;quot;creeping murk&amp;quot;, &amp;quot;horrid goo&amp;quot; (rain). Materials tainted by evil weather goo will appear as 'slimy'.&lt;br /&gt;
&lt;br /&gt;
Evil weather does not count as true &amp;quot;weather&amp;quot; for all purposes: most notably, disabling weather in d_init.txt will not disable evil weather.&lt;br /&gt;
&lt;br /&gt;
Two kinds of evil weather exist: evil rain and evil clouds.  The types of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world.  There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]].&lt;br /&gt;
&lt;br /&gt;
=== Evil clouds ===&lt;br /&gt;
[[File:Creeping_cloud.png|thumb|150px|A drifting evil cloud.]]&lt;br /&gt;
{{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil clouds are made of a generated inorganic gas or dust.  They start in one tile and spread out in a similar manner to [[miasma]] vapor; when the game announces the cloud's presence, it will zoom in to this tile.  Evil clouds cause more serious syndromes than evil rains, similar to those of [[forgotten beast]]s, [[titan]]s and [[demon]]s.  Certain evil clouds transform living beings caught in them into dangerous [[Undead|zombie]]-like thralls, turning them against all life while significantly increasing their strength and toughness [[attribute]]s.&lt;br /&gt;
&lt;br /&gt;
Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade.&lt;br /&gt;
&lt;br /&gt;
If you wish to embark to an evil biome that has thralling/husking clouds, a few options are available:&lt;br /&gt;
# You can inspect the world manually after it is created. In order to do this, you will need to turn off compressed saves in [[init.txt]]. Then enter advanced world generation, set the number of evil rain types to &amp;quot;none&amp;quot; and the number of evil cloud types to 1. Generate a world, quit, then open ``world.dat`` in the region folder. Locate ``[INORGANIC:EVIL_CLOUD_1]``, then check the syndrome right after it. If this syndrome doesn't have Thralls, Husks, or Zombies, gen a new world and try again. This is much faster than embarking 20 times in a row, and you can make sure you will get dust if you prefer it over fog.&lt;br /&gt;
# [[Utility:DFHack|DFHack]]'s ``embark-assistant`` plugin can help find these types of biomes when run from the embark screen.&lt;br /&gt;
# You can change what evil weather a biome has with the DFHack script [http://www.bay12forums.com/smf/index.php?topic=164658.0 biomemanipulator], and/or use ``gui/gm-editor`` to change what evil weathers there are.&lt;br /&gt;
&lt;br /&gt;
Thralling clouds are also dangerous in adventure mode: this particular form of undead status means inherent hostility from civilized beings, reduced speed and no regeneration. However, other undead will, as usual, ignore you.&lt;br /&gt;
&lt;br /&gt;
=== Evil rain ===&lt;br /&gt;
{{DFtext|It is raining rotten sludge!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil rain can be made of either the [[blood]] of a civilized race (most famously [[elf]] blood, but it can rain dwarf blood and others) or a randomly generated inorganic substance.  Blood rain typically causes no [[syndrome]]s, only giving whoever is caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters, will lead to instant [[fun]] as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicates that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare.&lt;br /&gt;
&lt;br /&gt;
=== Dangers of evil weather ===&lt;br /&gt;
One of the dangers of evil weather is that ponds will never refill. Store water into underground basins and plan accordingly. Another annoyance is the total lack of wild bees in an evil climate. Though evil rains (excluding rains of blood) usually cause the &amp;quot;milder&amp;quot; types of [[syndrome]]s, these may still cause death as a secondary result of that syndrome: e.g. suffocation from blisters, dehydration from chronic nausea. &lt;br /&gt;
&lt;br /&gt;
Some evil weather effects condense on creatures, making their effects semi-permanent - symptoms won't go away until the source is washed. Those effects also can spread like a disease. In most cases, it will just infect dwarves that carry contaminated bodies to caskets.  Thralling dust clouds, however, [[fun|can quickly lead to an unstoppable zombie apocalypse]] if the dust is not completely washed off somehow.&lt;br /&gt;
&lt;br /&gt;
==== Movement of evil weather and safeguarding ====&lt;br /&gt;
Evil weather forms within about 30 tiles of the edge of the map (or edges of evil biomes within the map), and moves about the screen in one direction as the wind blows. Their structure is a series of miasma-like bursts of cloud that are spawned along the path of the cloud's invisible center. Because the clouds inflate similarly to [[miasma]] and because the direction they move in is random, they can very quickly dissipate, fly out of the map immediately, carry on at a steady pace, or spread rapidly to engulf very large areas. They will not, however, change direction.&lt;br /&gt;
&lt;br /&gt;
Clouds pose a serious threat to dwarves (and from there, entire fortresses), even if your citizens seem to be inside safe structures. However, clouds' movement methods can be exploited, and buildings need not be limited to hermetically-sealed pillboxes if you're careful.&lt;br /&gt;
&lt;br /&gt;
Although a cloud will glide uninterrupted along a single Z-level, it will teleport to the top of straight walls and pass over structures. As a result, a cloud will climb any hills and fortresses in its way with ease. Closed doors, raised drawbridges, and walls will keep the billowing parts out of buildings, but the movement of the cloud is mostly dependent on which tiles are marked &amp;quot;outside.&amp;quot; Clouds will not propagate inside a roofed area, although already-started miasma-like bursts can billow under the edges of such places if there are no walls to stop them, or if there are open windows in those walls. Clouds can also teleport down from an open roof (it only takes one tile of open stairwell for a small segment of cloud to teleport down and burst upon the bottom floor of your tower.) They will pass through fortifications with ease, although they'll never spawn inside a roofed fortification; a cloud must billow in from somewhere else in that case. For this reason, do not make windows that are one the same z-level as the rooftops of adjacent buildings or natural features. It is safe, for instance, to make a tall, isolated tower and give its middle levels windows with no protection whatsoever, because the clouds teleport rather than climb, and will not teleport to any inside area. They would go directly to the roof without bothering the levels in between. This could be multiplied to make something like New York with complete impunity, so long as all the rooftops are at the same height.&lt;br /&gt;
&lt;br /&gt;
If you choose to fortify outside, either be extremely careful with your designs, or be sure to have any open areas secured with floodgates, doors, or bridges to act as shutters to keep the clouds out. Adding doors throughout the structure to stop any accidentally-contained clouds from moving further inward does not hurt. It is important to emphasize that no rooftop will ever be safe.&lt;br /&gt;
&lt;br /&gt;
An evil cloud will dissipate rapidly at the border of evil with non-evil biomes, but if there is more evil biome on the other side of the non-evil biome, the same cloud can and will eventually spring up over there; clouds do not necessarily die when they disappear, depending on the map. They can phase through non-evil biomes, and will move invisibly across the non-evil biome(s) at the same rate that they would across evil biomes.&lt;br /&gt;
&lt;br /&gt;
It should be noted that attempting to make an open-roof barracks or tavern to prevent cave adaptation is extremely risky, even more so in a mixed-biome embark because the hazards of evil clouds are not immediately obvious. It would seem that the temporary disappearing effect of evil clouds when it attempts to cross a non-evil area is overwritten if it sweeps across constructed or otherwise modified floors (i.e. channeled out, roofed, or walls). This means erratic teleporting of the cloud depending on how much you've constructed but always means that any roofs are not safe. It also means the clouds will &amp;quot;appear&amp;quot; to linger on top of constructed surfaces, even if said surfaces are not in the evil part of the area. &lt;br /&gt;
&lt;br /&gt;
The only part that the cloud will not reach when it interacts with constructed walls is that it cannot touch the natural surface tiles within the walls that are the courtyard if the area is non-evil. Constructed surfaces and possibly channeled out areas are fair game for the cloud to spread. It's unknown if clouds will originate within modified tiles that are within non-evil areas of the map.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, clouds will not teleport up multi-tile trees, but will pass uninterrupted below their boughs. This will not be true for anything you build, implying that any &amp;quot;outside&amp;quot; tile is dangerous, as trees provide support and elevation without changing which tiles are exposed to the outside.&lt;br /&gt;
&lt;br /&gt;
Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.&lt;br /&gt;
[[File:weather.jpg|thumb|300px|center|Today's Forecast: 30% chance of eventual [[water]] appearing somewhere.]]&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Humans]] have attempted to predict the weather from time to time, to unusually bad results. Dwarven [[scholars]] absentmindedly noted that they could do it better, which caused a war from the completely unrelated cause of sock-making procedures. Dwarves ''would'' probably still do it better though, that is, if it rains tonight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nugreth&lt;br /&gt;
| elvish  = dafo&lt;br /&gt;
| goblin  = strobnod&lt;br /&gt;
| human   = señam&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Weather]]&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weather&amp;diff=286818</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weather&amp;diff=286818"/>
		<updated>2023-01-21T07:59:40Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Wind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:weather_preview.png|300px|right]]'''Weather''' refers to any type of weather effect in ''Dwarf Fortress''. It includes snow, rain, and special features in evil surroundings. Additionally, one can observe clouds, fog/mist and the stars in adventure mode, however, they have no gameplay impact in fortress mode.&lt;br /&gt;
&lt;br /&gt;
Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.&lt;br /&gt;
&lt;br /&gt;
Normal (non-evil) weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required. &lt;br /&gt;
&lt;br /&gt;
== Normal weather ==&lt;br /&gt;
&lt;br /&gt;
=== Clouds (adventure mode only) ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are:&lt;br /&gt;
&lt;br /&gt;
* '''Clear sky (no clouds)''' — The sky is clear above you.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|α|7:0:1}} '''Scattered cumulus''' — There are scattered puffy clouds above you.&lt;br /&gt;
* {{Tile|β|7:0:0}} '''Many cumulus (causes rain)''' — There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
* {{Tile|¶|0:0:1}} '''Cumulonimbus (causes rain)''' — A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|≡|7:0:1}} '''Cirrus''' — The sky is striped with high, thin clouds.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|█|7:0:1}} '''Altostratus''' — The sky above you is hazy and white.&lt;br /&gt;
* {{Tile|█|7:0:0}} '''Stratus (causes rain)''' — The sky above you is gray.&lt;br /&gt;
* {{Tile|█|0:0:1}} '''Nimbostratus (causes rain)''' — The sky above you is a uniform and dark gray.&lt;br /&gt;
&lt;br /&gt;
Additionally, some unique messages occur when there are clouds in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* '''Scattered cumulus and cirrus''' — There are scattered clouds underneath a striped sky.&lt;br /&gt;
* '''Many cumulus and cirrus''' — Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
* '''Cumulonimbus and cirrus''' — A dark, towering cloud rises into a striped sky.&lt;br /&gt;
* '''Altostratus and cumulonimbus''' — A towering gray cloud descends from the white sky above you.&lt;br /&gt;
* '''Stratus cumulonimbus''' — The sky above you is completely gray, with dark cloud pillars pressing through it.&lt;br /&gt;
* '''Nimbostratus and cumulonimbus''' — The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds.&lt;br /&gt;
&lt;br /&gt;
=== Fog / Mist (adventure mode only) ===&lt;br /&gt;
&lt;br /&gt;
Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|░|7:0:1}} '''Thin Mist''' — There is a thin mist here.&lt;br /&gt;
* {{Tile|▒|7:0:1}} '''Fog''' — Fog enshrouds the area.&lt;br /&gt;
* {{Tile|▓|7:0:1}} '''Thick Fog''' — There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
&lt;br /&gt;
The symbols shown on the fast travel map are shown regardless of whether you have {{k|c}} enabled or not. If you have cloud viewing enabled, clouds in the same position as the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding area.&lt;br /&gt;
&lt;br /&gt;
=== Precipitation ===&lt;br /&gt;
==== Rain ====&lt;br /&gt;
{{DFtext|The wet season has arrived!|1:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|It is raining.|1:1}}&lt;br /&gt;
&lt;br /&gt;
Rainfall occurs occasionally. Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]].&lt;br /&gt;
&lt;br /&gt;
When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate, the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s.&lt;br /&gt;
&lt;br /&gt;
==== Snow and Cold ====&lt;br /&gt;
{{DFtext|Winter is here.|7:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|A snow storm has come.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:snow_ground_anim.gif|thumb|185px|right|Snow gradually covering grass during a snowstorm.]]If the [[climate|temperature]] is cold enough, snowfall rather than rainfall will occur, and outside water will freeze, including murky pools and rivers. This can happen in winter months in a moderate [[biome]], or at any time in freezing biomes like a [[tundra]] or [[glacier]]. &lt;br /&gt;
&lt;br /&gt;
Amid snowfall, the ground, trees and other surfaces will gradually become covered in snow. Dwarves caught outside during a snowstorm can have [[Thought#Weather|bad thoughts]] as well as freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest.&lt;br /&gt;
&lt;br /&gt;
In the freezing cold, outside water will freeze into a wall of [[ice]] if at least 4/7 deep, or a floor otherwise. Freezing ice acts much like [[obsidian]], and will instantly kill anything caught inside of it -- including creatures otherwise extremely hard to kill. In moderate biomes after winter has passed, ice will melt back into ponds. Ice walls will always thaw back into a full 7 units of liquid, regardless of the original water level, but ice floors will produce the original water depth when thawed. {{cite talk/this|Freezing/thawing ice}}&lt;br /&gt;
&lt;br /&gt;
[[Magma]] running under snow-covered ground will melt it, but unlike [[ice]], molten snow doesn't turn into [[water]].&lt;br /&gt;
&lt;br /&gt;
=== Wind ===&lt;br /&gt;
&lt;br /&gt;
In a given embark tile biome, there are three wind-related variables tracked: East-West Wind, North-South Wind, and Wind Strength. East-West and North-South can be positive or negative, and Wind Strength is equal to the sum of their absolute values; so if East-West is -10, and North-South wind speed is 4, then Wind Strength is 14. Moreover, wind is uniform across the entire embark at any given time; Wind Strength does NOT improve the higher up you go.&lt;br /&gt;
&lt;br /&gt;
East-West Wind is primarily driven by the latitude of the embark tile biome, and is modeled loosely after [https://en.wikipedia.org/wiki/Atmospheric_circulation atmospheric circulation]. For a given world, one end (either top or bottom) is the &amp;quot;pole&amp;quot; and the other is the &amp;quot;equator&amp;quot;. According to Toady One in a Future of the Fortress thread, &amp;quot;the directions alternate over the latitudes and depend on the pole settings, and yeah, a no-pole world is treated like a N+S pole world&amp;quot;. The following table gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131675.msg4656098#msg4656098]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cell&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
! Wind&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 0&lt;br /&gt;
| 0 thru 1&lt;br /&gt;
| 0 thru 3&lt;br /&gt;
| 0 thru 7&lt;br /&gt;
| 0 thru 15&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 1&lt;br /&gt;
| 2 thru 3&lt;br /&gt;
| 4 thru 7&lt;br /&gt;
| 8 thru 13&lt;br /&gt;
| 16 thru 27&lt;br /&gt;
| -14&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 7 thru 9&lt;br /&gt;
| 14 thru 19&lt;br /&gt;
| 28 thru 38&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| -&lt;br /&gt;
| 5&lt;br /&gt;
| 10 thru 11&lt;br /&gt;
| 20 thru 22&lt;br /&gt;
| 39 thru 45&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 23 thru 25&lt;br /&gt;
| 46 thru 50&lt;br /&gt;
| -11&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 13&lt;br /&gt;
| 26&lt;br /&gt;
| 51 thru 52&lt;br /&gt;
| +11&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 27&lt;br /&gt;
| 53 thru 54&lt;br /&gt;
| +12&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 7&lt;br /&gt;
| 14&lt;br /&gt;
| 28&lt;br /&gt;
| 55 thru 56&lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 29&lt;br /&gt;
| 57 thru 59&lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 15&lt;br /&gt;
| 30 thru 31&lt;br /&gt;
| 60 thru 62&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 32&lt;br /&gt;
| 63 thru 65&lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 17&lt;br /&gt;
| 33 thru 34&lt;br /&gt;
| 66 thru 69&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 35 thru 36&lt;br /&gt;
| 70 thru 73&lt;br /&gt;
| +18&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| 19&lt;br /&gt;
| 37 thru 38&lt;br /&gt;
| 74 thru 77&lt;br /&gt;
| +19&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 39 thru 41&lt;br /&gt;
| 78 thru 82&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 21&lt;br /&gt;
| 42 thru 43&lt;br /&gt;
| 83 thru 87&lt;br /&gt;
| +21&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 11&lt;br /&gt;
| 22 thru 23&lt;br /&gt;
| 44 thru 46&lt;br /&gt;
| 88 thru 92&lt;br /&gt;
| +22&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 47 thru 49&lt;br /&gt;
| 93 thru 98&lt;br /&gt;
| +23&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 13 thru 13&lt;br /&gt;
| 25 thru 26&lt;br /&gt;
| 50 thru 52&lt;br /&gt;
| 99 thru 104&lt;br /&gt;
| +24&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 7&lt;br /&gt;
| 14&lt;br /&gt;
| 27 thru 29&lt;br /&gt;
| 53 thru 58&lt;br /&gt;
| 105 thru 116&lt;br /&gt;
| +25&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 59 thru 61&lt;br /&gt;
| 117 thru 122&lt;br /&gt;
| +24&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 31 thru 32&lt;br /&gt;
| 62 thru 64&lt;br /&gt;
| 123 thru 128&lt;br /&gt;
| +23&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 33&lt;br /&gt;
| 65 thru 66&lt;br /&gt;
| 129 thru 133&lt;br /&gt;
| +22&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 17&lt;br /&gt;
| 34&lt;br /&gt;
| 67 thru 69&lt;br /&gt;
| 134 thru 138&lt;br /&gt;
| +21&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 35&lt;br /&gt;
| 70 thru 71&lt;br /&gt;
| 139 thru 143&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 36&lt;br /&gt;
| 72 thru 73&lt;br /&gt;
| 144 thru 147&lt;br /&gt;
| +19&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 37&lt;br /&gt;
| 74 thru 75&lt;br /&gt;
| 148 thru 151&lt;br /&gt;
| +18&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 19&lt;br /&gt;
| 38&lt;br /&gt;
| 77&lt;br /&gt;
| 152 thru 155&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 39&lt;br /&gt;
| 78 thru 79&lt;br /&gt;
| 156 thru 158&lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 159 thru 161&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 41&lt;br /&gt;
| 81 thru 82&lt;br /&gt;
| 162 thru 164&lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 83&lt;br /&gt;
| 165 thru 166&lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 21&lt;br /&gt;
| 42&lt;br /&gt;
| 84&lt;br /&gt;
| 167 thru 168&lt;br /&gt;
| +12&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 85&lt;br /&gt;
| 169 thru 170&lt;br /&gt;
| +11&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 43&lt;br /&gt;
| 86&lt;br /&gt;
| 171 thru 172&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 87&lt;br /&gt;
| 173 thru 175&lt;br /&gt;
| -14&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 11&lt;br /&gt;
| 22&lt;br /&gt;
| 44&lt;br /&gt;
| 88 thru 89&lt;br /&gt;
| 176 thru 178&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 45&lt;br /&gt;
| 90&lt;br /&gt;
| 179 thru 181&lt;br /&gt;
| -16&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| 23&lt;br /&gt;
| 46&lt;br /&gt;
| 91 thru 92&lt;br /&gt;
| 182 thru 184&lt;br /&gt;
| -17&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 47&lt;br /&gt;
| 93 thru 94&lt;br /&gt;
| 185 thru 188&lt;br /&gt;
| -18&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
| 95 thru 96&lt;br /&gt;
| 189 thru 192&lt;br /&gt;
| -19&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49&lt;br /&gt;
| 97 thru 99&lt;br /&gt;
| 193 thru 198&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 100 thru 101&lt;br /&gt;
| 199 thru 202&lt;br /&gt;
| -19&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 51&lt;br /&gt;
| 102 thru 103&lt;br /&gt;
| 203 thru 206&lt;br /&gt;
| -18&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 13&lt;br /&gt;
| 26&lt;br /&gt;
| 52&lt;br /&gt;
| 104&lt;br /&gt;
| 207 thru 209&lt;br /&gt;
| -17&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 53&lt;br /&gt;
| 105 thru 106&lt;br /&gt;
| 210 thru 212&lt;br /&gt;
| -16&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 107&lt;br /&gt;
| 213 thru 215&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| 27&lt;br /&gt;
| 54&lt;br /&gt;
| 108 thru 109&lt;br /&gt;
| 216 thru 218&lt;br /&gt;
| -14&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 55&lt;br /&gt;
| 110&lt;br /&gt;
| 219 thru 220&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 14 thru 16&lt;br /&gt;
| 28 thru 32&lt;br /&gt;
| 56 thru 64&lt;br /&gt;
| 111 thru 128&lt;br /&gt;
| 221 thru 256&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
Note: negative values indicate east-to-west winds, while positive values indicate west-to-east winds.&lt;br /&gt;
&lt;br /&gt;
In addition to east-west wind from latitude, certain parts of the world experience &amp;quot;mountain/valley winds and sea breezes&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=35139.msg547880#msg547880]. Such locations will receive additional wind each morning (corresponding to between 3:00 AM and 7:00 AM, and between 6:00 AM and 9:00 AM) and each afternoon (both corresponding to between 3:00 PM and 6:00 PM). A gust of wind affects both the east-west and north-south wind speeds, adding or subtracting 10 from each. The afternoon gust is always the opposite of the morning gust, so if the morning gust was +10 east-west and -10 north-south, the afternoon gust will be -10 east-west and +10 north-south.&lt;br /&gt;
&lt;br /&gt;
Currently, wind primarily interacts with [[windmill]]s to generate [[power]]. A total wind strength of between 1 and 14 generates 20 power, and between 15 and 29 generates 40 power. A total wind strength of 30+ generates 60 power, but this is currently only briefly achievable during gusts. In addition, wind affects the message you get when checking for the weather as an [[Adventure mode | adventurer]].&lt;br /&gt;
&lt;br /&gt;
== Evil weather ==&lt;br /&gt;
Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains.  They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of &amp;quot;abominable mist&amp;quot;, &amp;quot;unholy gloom&amp;quot; (clouds) or &amp;quot;creeping murk&amp;quot;, &amp;quot;horrid goo&amp;quot; (rain). Materials tainted by evil weather goo will appear as 'slimy'.&lt;br /&gt;
&lt;br /&gt;
Evil weather does not count as true &amp;quot;weather&amp;quot; for all purposes: most notably, disabling weather in d_init.txt will not disable evil weather.&lt;br /&gt;
&lt;br /&gt;
Two kinds of evil weather exist: evil rain and evil clouds.  The types of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world.  There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]].&lt;br /&gt;
&lt;br /&gt;
=== Evil clouds ===&lt;br /&gt;
[[File:Creeping_cloud.png|thumb|150px|A drifting evil cloud.]]&lt;br /&gt;
{{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil clouds are made of a generated inorganic gas or dust.  They start in one tile and spread out in a similar manner to [[miasma]] vapor; when the game announces the cloud's presence, it will zoom in to this tile.  Evil clouds cause more serious syndromes than evil rains, similar to those of [[forgotten beast]]s, [[titan]]s and [[demon]]s.  Certain evil clouds transform living beings caught in them into dangerous [[Undead|zombie]]-like thralls, turning them against all life while significantly increasing their strength and toughness [[attribute]]s.&lt;br /&gt;
&lt;br /&gt;
Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade.&lt;br /&gt;
&lt;br /&gt;
If you wish to embark to an evil biome that has thralling/husking clouds, a few options are available:&lt;br /&gt;
# You can inspect the world manually after it is created. In order to do this, you will need to turn off compressed saves in [[init.txt]]. Then enter advanced world generation, set the number of evil rain types to &amp;quot;none&amp;quot; and the number of evil cloud types to 1. Generate a world, quit, then open ``world.dat`` in the region folder. Locate ``[INORGANIC:EVIL_CLOUD_1]``, then check the syndrome right after it. If this syndrome doesn't have Thralls, Husks, or Zombies, gen a new world and try again. This is much faster than embarking 20 times in a row, and you can make sure you will get dust if you prefer it over fog.&lt;br /&gt;
# [[Utility:DFHack|DFHack]]'s ``embark-assistant`` plugin can help find these types of biomes when run from the embark screen.&lt;br /&gt;
# You can change what evil weather a biome has with the DFHack script [http://www.bay12forums.com/smf/index.php?topic=164658.0 biomemanipulator], and/or use ``gui/gm-editor`` to change what evil weathers there are.&lt;br /&gt;
&lt;br /&gt;
Thralling clouds are also dangerous in adventure mode: this particular form of undead status means inherent hostility from civilized beings, reduced speed and no regeneration. However, other undead will, as usual, ignore you.&lt;br /&gt;
&lt;br /&gt;
=== Evil rain ===&lt;br /&gt;
{{DFtext|It is raining rotten sludge!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil rain can be made of either the [[blood]] of a civilized race (most famously [[elf]] blood, but it can rain dwarf blood and others) or a randomly generated inorganic substance.  Blood rain typically causes no [[syndrome]]s, only giving whoever is caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters, will lead to instant [[fun]] as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicates that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare.&lt;br /&gt;
&lt;br /&gt;
=== Dangers of evil weather ===&lt;br /&gt;
One of the dangers of evil weather is that ponds will never refill. Store water into underground basins and plan accordingly. Another annoyance is the total lack of wild bees in an evil climate. Though evil rains (excluding rains of blood) usually cause the &amp;quot;milder&amp;quot; types of [[syndrome]]s, these may still cause death as a secondary result of that syndrome: e.g. suffocation from blisters, dehydration from chronic nausea. &lt;br /&gt;
&lt;br /&gt;
Some evil weather effects condense on creatures, making their effects semi-permanent - symptoms won't go away until the source is washed. Those effects also can spread like a disease. In most cases, it will just infect dwarves that carry contaminated bodies to caskets.  Thralling dust clouds, however, [[fun|can quickly lead to an unstoppable zombie apocalypse]] if the dust is not completely washed off somehow.&lt;br /&gt;
&lt;br /&gt;
==== Movement of evil weather and safeguarding ====&lt;br /&gt;
Evil weather forms within about 30 tiles of the edge of the map (or edges of evil biomes within the map), and moves about the screen in one direction as the wind blows. Their structure is a series of miasma-like bursts of cloud that are spawned along the path of the cloud's invisible center. Because the clouds inflate similarly to [[miasma]] and because the direction they move in is random, they can very quickly dissipate, fly out of the map immediately, carry on at a steady pace, or spread rapidly to engulf very large areas. They will not, however, change direction.&lt;br /&gt;
&lt;br /&gt;
Clouds pose a serious threat to dwarves (and from there, entire fortresses), even if your citizens seem to be inside safe structures. However, clouds' movement methods can be exploited, and buildings need not be limited to hermetically-sealed pillboxes if you're careful.&lt;br /&gt;
&lt;br /&gt;
Although a cloud will glide uninterrupted along a single Z-level, it will teleport to the top of straight walls and pass over structures. As a result, a cloud will climb any hills and fortresses in its way with ease. Closed doors, raised drawbridges, and walls will keep the billowing parts out of buildings, but the movement of the cloud is mostly dependent on which tiles are marked &amp;quot;outside.&amp;quot; Clouds will not propagate inside a roofed area, although already-started miasma-like bursts can billow under the edges of such places if there are no walls to stop them, or if there are open windows in those walls. Clouds can also teleport down from an open roof (it only takes one tile of open stairwell for a small segment of cloud to teleport down and burst upon the bottom floor of your tower.) They will pass through fortifications with ease, although they'll never spawn inside a roofed fortification; a cloud must billow in from somewhere else in that case. For this reason, do not make windows that are one the same z-level as the rooftops of adjacent buildings or natural features. It is safe, for instance, to make a tall, isolated tower and give its middle levels windows with no protection whatsoever, because the clouds teleport rather than climb, and will not teleport to any inside area. They would go directly to the roof without bothering the levels in between. This could be multiplied to make something like New York with complete impunity, so long as all the rooftops are at the same height.&lt;br /&gt;
&lt;br /&gt;
If you choose to fortify outside, either be extremely careful with your designs, or be sure to have any open areas secured with floodgates, doors, or bridges to act as shutters to keep the clouds out. Adding doors throughout the structure to stop any accidentally-contained clouds from moving further inward does not hurt. It is important to emphasize that no rooftop will ever be safe.&lt;br /&gt;
&lt;br /&gt;
An evil cloud will dissipate rapidly at the border of evil with non-evil biomes, but if there is more evil biome on the other side of the non-evil biome, the same cloud can and will eventually spring up over there; clouds do not necessarily die when they disappear, depending on the map. They can phase through non-evil biomes, and will move invisibly across the non-evil biome(s) at the same rate that they would across evil biomes.&lt;br /&gt;
&lt;br /&gt;
It should be noted that attempting to make an open-roof barracks or tavern to prevent cave adaptation is extremely risky, even more so in a mixed-biome embark because the hazards of evil clouds are not immediately obvious. It would seem that the temporary disappearing effect of evil clouds when it attempts to cross a non-evil area is overwritten if it sweeps across constructed or otherwise modified floors (i.e. channeled out, roofed, or walls). This means erratic teleporting of the cloud depending on how much you've constructed but always means that any roofs are not safe. It also means the clouds will &amp;quot;appear&amp;quot; to linger on top of constructed surfaces, even if said surfaces are not in the evil part of the area. &lt;br /&gt;
&lt;br /&gt;
The only part that the cloud will not reach when it interacts with constructed walls is that it cannot touch the natural surface tiles within the walls that are the courtyard if the area is non-evil. Constructed surfaces and possibly channeled out areas are fair game for the cloud to spread. It's unknown if clouds will originate within modified tiles that are within non-evil areas of the map.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, clouds will not teleport up multi-tile trees, but will pass uninterrupted below their boughs. This will not be true for anything you build, implying that any &amp;quot;outside&amp;quot; tile is dangerous, as trees provide support and elevation without changing which tiles are exposed to the outside.&lt;br /&gt;
&lt;br /&gt;
Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.&lt;br /&gt;
[[File:weather.jpg|thumb|300px|center|Today's Forecast: 30% chance of eventual [[water]] appearing somewhere.]]&lt;br /&gt;
&lt;br /&gt;
==Good Weather==&lt;br /&gt;
It has been observed that in biomes where the alignment is &amp;quot;good&amp;quot;, there exists a possibility that it may rain alcohol. However, this is not actually the case. When using a tavern, dwarves will sometimes spill alcohol. When a dwarf walks through the resulting spatter, it will contaminate their clothes. When a contaminated dwarf then walks outside during rain, the alcohol will wash off, forming pools on the ground that can also be tracked through and spread, giving the impression that it is “raining alcohol”.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Humans]] have attempted to predict the weather from time to time, to unusually bad results. Dwarven [[scholars]] absentmindedly noted that they could do it better, which caused a war from the completely unrelated cause of sock-making procedures. Dwarves ''would'' probably still do it better though, that is, if it rains tonight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nugreth&lt;br /&gt;
| elvish  = dafo&lt;br /&gt;
| goblin  = strobnod&lt;br /&gt;
| human   = señam&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Weather]]&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Climate&amp;diff=286817</id>
		<title>Climate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Climate&amp;diff=286817"/>
		<updated>2023-01-21T07:55:31Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Climate Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}'''Climate''' in ''Dwarf Fortress'' is a [[temperature]] rating used as a tool to define the [[weather]] patterns of a region. Most importantly, this will determine how the weather patterns of an area will affect above ground water sources. Overview of the temperature of an area is important for the lives of your dwarves and animals, as too-cold or too-hot temperatures will discourage or kill organic beings. Climate is a temperature rating only; actual ground cover is called a [[Biome|biome]].&lt;br /&gt;
&lt;br /&gt;
''Note: If temperature is turned off, none of the mentioned effects will occur.''&lt;br /&gt;
&lt;br /&gt;
== Climate Types ==&lt;br /&gt;
{| class=wikitable &lt;br /&gt;
| rowspan=4 style=&amp;quot;width:5px; background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|4:1}}; font-family:Courier New;&amp;quot;&amp;gt;Scorching&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature:&lt;br /&gt;
| 122°F (50°C) and above (corresponding to a worldgen temperature of 120+?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water:&lt;br /&gt;
| Any existing [[murky pool]] will dry up immediately. [[River]]s are unaffected.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region:&lt;br /&gt;
| If no river or [[ocean]] is available, it is hard to survive in this climate. Your only chance is to find a cave with water.&lt;br /&gt;
In extremely hot regions (above {{ct|10078}} (or 104 in the worldgen max temperature setting?)), [[dwarves]] and livestock may die from the heat (specifically, the fat in their bodies will ''melt'', causing them to bleed to death) if they remain outdoors for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|4:1}}; font-family:Courier New;&amp;quot;&amp;gt;Hot&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature&lt;br /&gt;
| 107-121°F (41-49°C) (100-118 in worldgen?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water&lt;br /&gt;
| In dry biomes, [[murky pool]]s may evaporate during dry [[season]]s (usually [[summer]]) but can be refilled by [[rain]].&lt;br /&gt;
[[River]]s are unaffected.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region&lt;br /&gt;
| If you lack a [[river]], be sure to dig out a [[reservoir|cistern]] before summer is upon you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|6:1}}; font-family:Courier New;&amp;quot;&amp;gt;Warm&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature&lt;br /&gt;
| 82-106°F (28-41°C) (67-98 in worldgen?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water&lt;br /&gt;
| Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region&lt;br /&gt;
| Keep in mind that murky pools can still dry up from repeated usage, especially with large populations. Try to find an alternate water source if the region is dry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|2:0}}; font-family:Courier New;&amp;quot;&amp;gt;Temperate&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature&lt;br /&gt;
| 47-82°F (8-27°C) (20-66 in worldgen?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water&lt;br /&gt;
| Surface [[pool]]s and rivers may freeze for part of the year.  The length of the freeze varies: pools and rivers may thaw sometime in [[spring]], remaining liquid until [[winter]]; or they may already be liquid at the beginning of spring, and freeze for only a month or so in winter.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region&lt;br /&gt;
| If you lack a [[river]], you can dig out a [[reservoir|cistern]] in the non-freezing seasons. You can also use a source of heat (such as [[magma]]) to obtain liquid [[water]]. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that none of your dwarves find themselves [[Swimming|suddenly submerged]] when the pools thaw later in the spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|1:1}}; font-family:Courier New;&amp;quot;&amp;gt;Cold&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature&lt;br /&gt;
| 33-46°F (1-8°C)  (2-18 in worldgen?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water&lt;br /&gt;
| Surface pools and rivers are usually frozen, but can thaw for a few months each year.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region&lt;br /&gt;
| The same measures as in temperate biomes can be taken.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|3:1}}; font-family:Courier New;&amp;quot;&amp;gt;Freezing&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature:&lt;br /&gt;
| 32°F (0°C) or less (0 or below in worldgen)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water:&lt;br /&gt;
| Freshwater surface pools and rivers remain frozen throughout the year.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region:&lt;br /&gt;
| You must use a source of heat ([[magma]]) to obtain liquid [[water]]. Glacial ice can also be melted. Another option is an underground source of water. ''See the [[Freezing]] for more details.''&lt;br /&gt;
&lt;br /&gt;
In extremely cold regions (below {{ct|9964}}, -48 in the worldgen scale), [[dwarves]] and livestock may succumb to frostbite if they remain outdoors for extended periods of time. [[trade goods|Goods]] left outdoors may experience [[wear]] at an accelerated rate. [[Embark]] goods should be stored below ground as soon as possible, and [[trade depot]]s should be built below ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weather]]&lt;br /&gt;
*[[Biome]]s&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = darùd&lt;br /&gt;
| elvish  = eslo&lt;br /&gt;
| goblin  = lang&lt;br /&gt;
| human   = quinbor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;diff=286816</id>
		<title>DF2014:Climate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;diff=286816"/>
		<updated>2023-01-21T07:54:52Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Climate Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:27, 8 November 2019 (UTC)}}&lt;br /&gt;
{{av}}'''Climate''' in ''Dwarf Fortress'' is a [[temperature]] rating used as a tool to define the [[weather]] patterns of a region. Most importantly, this will determine how the weather patterns of an area will affect above ground water sources. Overview of the temperature of an area is important for the lives of your dwarves and animals, as too-cold or too-hot temperatures will discourage or kill organic beings. Climate is a temperature rating only; actual ground cover is called a [[Biome|biome]].&lt;br /&gt;
&lt;br /&gt;
''Note: If temperature is turned off, none of the mentioned effects will occur.''&lt;br /&gt;
&lt;br /&gt;
== Climate Types ==&lt;br /&gt;
{| class=wikitable &lt;br /&gt;
| rowspan=4 style=&amp;quot;width:5px; background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|4:1}}; font-family:Courier New;&amp;quot;&amp;gt;Scorching&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature:&lt;br /&gt;
| 122°F (50°C) and above (corresponding to a worldgen temperature of 120+?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water:&lt;br /&gt;
| Any existing [[murky pool]] will dry up immediately. [[River]]s are unaffected.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region:&lt;br /&gt;
| If no river or [[ocean]] is available, it is hard to survive in this climate. Your only chance is to find a cave with water.&lt;br /&gt;
In extremely hot regions (above {{ct|10078}} (or 104 in the worldgen max temperature setting?)), [[dwarves]] and livestock may die from the heat (specifically, the fat in their bodies will ''melt'', causing them to bleed to death) if they remain outdoors for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|4:1}}; font-family:Courier New;&amp;quot;&amp;gt;Hot&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature&lt;br /&gt;
| 107-121°F (41-49°C) (100-118 in worldgen?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water&lt;br /&gt;
| In dry biomes, [[murky pool]]s may evaporate during dry [[season]]s (usually [[summer]]) but can be refilled by [[rain]].&lt;br /&gt;
[[River]]s are unaffected.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region&lt;br /&gt;
| If you lack a [[river]], be sure to dig out a [[reservoir|cistern]] before summer is upon you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|6:1}}; font-family:Courier New;&amp;quot;&amp;gt;Warm&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature&lt;br /&gt;
| 82-106°F (28-41°C) (67-98 in worldgen?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water&lt;br /&gt;
| Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region&lt;br /&gt;
| Keep in mind that murky pools can still dry up from repeated usage, especially with large populations. Try to find an alternate water source if the region is dry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|2:0}}; font-family:Courier New;&amp;quot;&amp;gt;Temperate&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature&lt;br /&gt;
| 47-82°F (8-27°C) (20-66 in worldgen?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water&lt;br /&gt;
| Surface [[pool]]s and rivers may freeze for part of the year.  The length of the freeze varies: pools and rivers may thaw sometime in [[spring]], remaining liquid until [[winter]]; or they may already be liquid at the beginning of spring, and freeze for only a month or so in winter.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region&lt;br /&gt;
| If you lack a [[river]], you can dig out a [[reservoir|cistern]] in the non-freezing seasons. You can also use a source of heat (such as [[magma]]) to obtain liquid [[water]]. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that none of your dwarves find themselves [[Swimming|suddenly submerged]] when the pools thaw later in the spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|1:1}}; font-family:Courier New;&amp;quot;&amp;gt;Cold&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature&lt;br /&gt;
| 33-46°F (1-8°C)  (2-18 in worldgen?)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water&lt;br /&gt;
| Surface pools and rivers are usually frozen, but can thaw for a few months each year.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region&lt;br /&gt;
| The same measures as in temperate biomes can be taken.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 style=&amp;quot;background-color:black; text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color:{{fgcolor|3:1}}; font-family:Courier New;&amp;quot;&amp;gt;Freezing&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Peak Summer Temperature:&lt;br /&gt;
| 32°F (0°C) or less (0 or below in worldgen)&lt;br /&gt;
|-&lt;br /&gt;
! Availability of water:&lt;br /&gt;
| Freshwater surface pools and rivers remain frozen throughout the year.&lt;br /&gt;
|-&lt;br /&gt;
! When embarking in this region:&lt;br /&gt;
| You must use a source of heat ([[magma]]) to obtain liquid [[water]]. Glacial ice can also be melted. Another option is an underground source of water. ''See the [[Freezing]] for more details.''&lt;br /&gt;
&lt;br /&gt;
In extremely cold regions (below {{ct|9964}}, -48 in the worldgen scale), [[dwarves]] and livestock may succumb to frostbite if they remain outdoors for extended periods of time. [[trade goods|Goods]] left outdoors may experience [[wear]] at an accelerated rate. [[Embark]] goods should be stored below ground as soon as possible, and [[trade depot]]s should be built below ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weather]]&lt;br /&gt;
*[[Biome]]s&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = darùd&lt;br /&gt;
| elvish  = eslo&lt;br /&gt;
| goblin  = lang&lt;br /&gt;
| human   = quinbor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temperature&amp;diff=286815</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temperature&amp;diff=286815"/>
		<updated>2023-01-21T07:22:05Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Temperature scale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{for/see|temperature as it relates to choosing an embarkation site|[[Climate]]}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:temp_icon.png|130px|right]]'''Temperature''' - by definition - is a measurable quantity that represents how hot or cold a given area or object is. Temperature is also a very large element in the climate of an area, or more specifically, a [[biome]]. In both ''Dwarf Fortress'' and real life, there are two units to measure temperature, although the game uses a made-up, unique additional unit. The real life units are [https://en.wikipedia.org/wiki/Celsius Celsius (°C)], and [https://en.wikipedia.org/wiki/Kelvin Kelvin (K)]; other units, such as [https://en.wikipedia.org/wiki/R%C3%A9aumur_scale Réaumur (°r, °Re, or °Ré)], [https://en.wikipedia.org/wiki/Fahrenheit Fahrenheit (°F)] or [https://en.wikipedia.org/wiki/Rankine_scale Rankine (°R or °Ra)] have been proposed and occasionally used. While the unique unit used by the game has no definite name, the designation &amp;quot;Urist&amp;quot; (°U) is used throughout this wiki and the community to reduce confusion.&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Temperatures in ''Dwarf Fortress'' are measured in the game's own, unnamed temperature scale, since termed &amp;quot;degrees [[Main:Urist|Urist]]&amp;quot; by the community. Temperatures in ''Dwarf Fortress'' are stored as sixteen-bit unsigned integers, which translates into a minimum value of 0&amp;amp;nbsp;°U and a technical maximum of 65535&amp;amp;nbsp;°U (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;-1), although this is internally limited to 60000&amp;amp;nbsp;°U, as 60001&amp;amp;nbsp;°U is used for temperatures which have been set to {{tt|NONE}}. Floating point values are not considered, and when they appear, any decimals are either sheared off or rounded away by the game. For example, the number 2999.999, would be rounded to 3000. Urists are scaled logically against the Fahrenheit scale, so conversions are non-intuitive:&lt;br /&gt;
&lt;br /&gt;
:{{tt|[URIST]}} = {{tt|[CELSIUS]}} * 9/5 + 10000&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[KELVIN]}} * 9/5 + 9508.33&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[FAHRENHEIT]}} + 9968&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[RANKINE]}} + 9508.33&lt;br /&gt;
&lt;br /&gt;
According to Toady One in a Future of the Fortress thread, the temperature scale used in the advanced worldgen settings is related to regular degrees Urist by the equation &amp;quot;local temp = world temp * 0.75 + 10000&amp;quot;. This scale doesn't seem to be used anywhere else in the game.&lt;br /&gt;
&lt;br /&gt;
Some reference numbers:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! worldgen&lt;br /&gt;
! Celsius (°C)&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Fahrenheit (°F)&lt;br /&gt;
! Rankine (°Ra)&lt;br /&gt;
|-&lt;br /&gt;
| [[#Boiling point|Boiling point of water]]&lt;br /&gt;
| 10180&lt;br /&gt;
| 240&lt;br /&gt;
| 100°C&lt;br /&gt;
| 373.15K&lt;br /&gt;
| 212°F&lt;br /&gt;
| 671.67°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#H|Human body temperature]]&lt;br /&gt;
| 10067*&lt;br /&gt;
| 89.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| 37°C&lt;br /&gt;
| 310.15K&lt;br /&gt;
| 98.6°F&lt;br /&gt;
| 558.27°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[Water#Freezing point|Freezing point of water]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
| 0°C&lt;br /&gt;
| 273.15K&lt;br /&gt;
| 32°F&lt;br /&gt;
| 491.67°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[wikipedia:Ethanol (data page)|Freezing point of ≈89% ABV]]&lt;br /&gt;
| 9850&lt;br /&gt;
| -200&lt;br /&gt;
| −83.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;°C&lt;br /&gt;
| 189.81&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;K&lt;br /&gt;
| −118°F&lt;br /&gt;
| 341.67°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[wikipedia:Absolute zero|Absolute zero]]&lt;br /&gt;
| 9508*&lt;br /&gt;
| -656&lt;br /&gt;
| −273.15°C&lt;br /&gt;
| 0K&lt;br /&gt;
| −459.67°F&lt;br /&gt;
| 0°Ra&lt;br /&gt;
|-&lt;br /&gt;
| Zero degrees Urist&lt;br /&gt;
| 0&lt;br /&gt;
| -13333.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| −5555.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;°C&lt;br /&gt;
| −5282.40&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;K&lt;br /&gt;
| −9968°F&lt;br /&gt;
| −9508.33°Ra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;＊&amp;lt;/sup&amp;gt;Values designated with ''round'' have been rounded internally to avoid decimals: for instance, the human body temperature is technically 10066.6, but has been rounded up to {{ct|10067}} in the [[raw file|raws]]. Also interesting is the fact that temperatures in ''Dwarf Fortress'' can go ''far, far'' below absolute zero, which is physically impossible; considering ''Dwarf Fortress'' also allows [[water wheel#Perpetual motion|perpetual motion]], sometimes it's best not to ask questions.&lt;br /&gt;
&lt;br /&gt;
Values with an &amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;overline&amp;lt;/span&amp;gt; are truncated values with ending numbers that go on indefinitely, so a value of 45.73&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt; is technically 45.738888888888- with the 8's going on indefinitely.&lt;br /&gt;
&lt;br /&gt;
{{Urist asks|q=I'm a modder who needs to work with temperature conversions all the time. Is there any tool I can use to lessen the amount of work involved?|a=Temperature conversions are usually only useful when [[modding]], and can be annoying to do manually; luckily a simple {{dffd|4028|temperature conversion utility}} has been created for those who find themselves having to convert a lot of temperatures to and/or from degrees Urist often.}}&lt;br /&gt;
&lt;br /&gt;
Examples of some temperatures encountered in ''Dwarf Fortress'', the most important ones in bold:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;abbr title=&amp;quot;Freezing point of booze in game, equivalent to about 89% ABV aqueous solution in real life. 100% ethanol would freeze at about −114 °C ≈ 9795 °U.&amp;quot;&amp;gt;Alcohol freezes&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| {{ct|9850}}&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;abbr title=&amp;quot;Below this temperature fat, present on all organic creatures, will start to take cold damage, eventually killing them.&amp;quot;&amp;gt;Lowest survivable temperature&amp;lt;/abbr&amp;gt;'''&lt;br /&gt;
| '''{{ct|9900}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Outside, freezing climate (varies)&lt;br /&gt;
| {{ct| 9960}}&lt;br /&gt;
|-&lt;br /&gt;
| Underground, glacier ice&lt;br /&gt;
| {{ct| 9990}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Water freezes'''&lt;br /&gt;
| '''{{ct|10000}}'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;abbr title=&amp;quot;Nether-cap temperatures are fixed to 10000 degrees Urist, regardless of the surrounding environment.&amp;quot;&amp;gt;Nether-cap&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| {{ct|10000}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| '''{{ct|10015}}'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#H|Dwarf/human homeotherm]]&lt;br /&gt;
| {{ct|10067}}&lt;br /&gt;
|-&lt;br /&gt;
| Tiles next to [[magma]] ([[warm stone]])&lt;br /&gt;
| {{ct|10075}}&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;abbr title=&amp;quot;Above this temperature fat, present on all all organic creatures, will start to melt (turning into grease), eventually killing them.&amp;quot;&amp;gt;Highest survivable temperature&amp;lt;/abbr&amp;gt;'''&lt;br /&gt;
| '''{{ct|10078}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Outside, [[Climate#Scorching|scorching climate]] (varies)&lt;br /&gt;
| {{ct|10080}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Water]] boils&lt;br /&gt;
| {{ct|10180}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire|Ignition of organic materials]]&lt;br /&gt;
| {{ct|10508}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] [[fire]] (max)&lt;br /&gt;
| {{ct|10708}}&lt;br /&gt;
|-&lt;br /&gt;
| Material is [[fire-safe]]&lt;br /&gt;
| {{ct|11000}}&lt;br /&gt;
|-&lt;br /&gt;
| Common stone melts (varies)&lt;br /&gt;
| {{ct|11500}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coal]] [[fire]] (max)&lt;br /&gt;
| {{ct|11640}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Magma'''&lt;br /&gt;
| '''{{ct|12000}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Material is [[magma-safe]]&lt;br /&gt;
| {{ct|12000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature]]s made of flame/fire&lt;br /&gt;
| {{ct|14000}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;abbr title=&amp;quot;Yes, dragonfire is roughly four times hotter than the surface of the sun.&amp;quot;&amp;gt;[[Dragonfire]]&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| {{ct|50000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material values==&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Temperature has important constraints on the [[material]]s in the game, and dictates a number of [[material science|material properties]] related to states of matter and heat/cold [[wear|damage]]. These are defined by [[material definition token]]s in the material [[raw file]]s, most of which use temperature as an input field:&lt;br /&gt;
* {{tt|[MELTING_POINT:#]}} — This is the temperature at which a liquid material will freeze, or a solid material will melt. In ''Dwarf Fortress'' the melting point and freezing point coincide exactly; this is contrary to many real-life materials, which can be supercooled.&lt;br /&gt;
* {{tt|[BOILING_POINT:#]}} — This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}.&lt;br /&gt;
* {{tt|[IGNITE_POINT:#]}} — This is the temperature at which the material will catch fire.&lt;br /&gt;
* {{tt|[HEATDAM_POINT:#]}} — This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.&lt;br /&gt;
* {{tt|[COLDDAM_POINT:#]}} — This is the temperature below which the material will begin to take frost [[wear|damage]].&lt;br /&gt;
* {{tt|[SPEC_HEAT:#]}} — This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium. The input for this token is not temperature, but rather the [[wikipedia:Specific heat capacity|specific heat capacity]] of the material.&lt;br /&gt;
* {{tt|[MAT_FIXED_TEMP]}} — A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage.  This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Useful info: if an item's material has a FIXED_TEMP, its temperature will not change under any circumstances. What this means is that if you modify a material's fixed temperature, any existing items made from it will retain whatever temperature they had before the material was modified.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember when testing mods: Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly &amp;amp;mdash; instead, its temperature will simply be permanently locked at whatever it was previously. ''Removing'' a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings. The fixed temperature of a [[container]] does affect its contents, but you can't freeze [[water]] by putting it into a [[bucket]] made from nether-cap because water will not freeze until it cools ''below'' {{ct|10000}}. The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders '''will''' take on that temperature as they are produced via mining.&lt;br /&gt;
&lt;br /&gt;
==Temperature transfer==&lt;br /&gt;
Temperature transfer in ''Dwarf Fortress'' is fairly simple - most temperature values have a whole part (in &amp;quot;degrees Urist&amp;quot;) and a fraction part (which ranges from 0 to the material's SPEC_HEAT minus 1). Once per tick, the game calculates the relevant temperature difference (e.g. between the item itself and the tile in which it is located) and adds that to the fraction part, then adjusts the whole part until the fraction part is within range. For example, a piece of Lignite (which has SPEC_HEAT 409) at temperature 10015.0 (room temperature underground) exposed to Magma (temperature 12000) will heat up by 1985 fraction units, which will increase its temperature to 10019.349. In order to reach its ignition point of 11440, it would need to be in the magma for a total of 517 ticks, over 5 seconds at 100 fps.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Temperature calculations are a known cause of lag. If [[maximizing framerate]] is a concern, you can disable temperature calculations through an option in [[D init.txt]]. With temperature calculations disabled, effects such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage will not occur. &lt;br /&gt;
* When temperature calculations are disabled, dwarves will refuse to set foot in a cast [[obsidian]] tile (or any other tiles previously occupied by [[magma]]).{{bug|8391}}  Occasionally, this can also occur when temperature calculations are still enabled. {{bug|1272}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Temperature&amp;diff=286814</id>
		<title>DF2014:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Temperature&amp;diff=286814"/>
		<updated>2023-01-21T07:17:49Z</updated>

		<summary type="html">&lt;p&gt;Teabasins: /* Temperature scale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:56, 12 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{for/see|temperature as it relates to choosing an embarkation site|[[Climate]]}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:temp_icon.png|130px|right]]'''Temperature''' - by definition - is a measurable quantity that represents how hot or cold a given area or object is. Temperature is also a very large element in the climate of an area, or more specifically, a [[biome]]. In both ''Dwarf Fortress'' and real life, there are two units to measure temperature, although the game uses a made-up, unique additional unit. The real life units are [https://en.wikipedia.org/wiki/Celsius Celsius (°C)], and [https://en.wikipedia.org/wiki/Kelvin Kelvin (K)]; other units, such as [https://en.wikipedia.org/wiki/R%C3%A9aumur_scale Réaumur (°r, °Re, or °Ré)], [https://en.wikipedia.org/wiki/Fahrenheit Fahrenheit (°F)] or [https://en.wikipedia.org/wiki/Rankine_scale Rankine (°R or °Ra)] have been proposed and occasionally used. While the unique unit used by the game has no definite name, the designation &amp;quot;Urist&amp;quot; (°U) is used throughout this wiki and the community to reduce confusion.&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Temperatures in ''Dwarf Fortress'' are measured in the game's own, unnamed temperature scale, since termed &amp;quot;degrees [[Main:Urist|Urist]]&amp;quot; by the community. Temperatures in ''Dwarf Fortress'' are stored as sixteen-bit unsigned integers, which translates into a minimum value of 0&amp;amp;nbsp;°U and a technical maximum of 65535&amp;amp;nbsp;°U (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;-1), although this is internally limited to 60000&amp;amp;nbsp;°U, as 60001&amp;amp;nbsp;°U is used for temperatures which have been set to {{tt|NONE}}. Floating point values are not considered, and when they appear, any decimals are either sheared off or rounded away by the game. For example, the number 2999.999, would be rounded to 3000. Urists are scaled logically against the Fahrenheit scale, so conversions are non-intuitive:&lt;br /&gt;
&lt;br /&gt;
:{{tt|[URIST]}} = {{tt|[CELSIUS]}} * 9/5 + 10000&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[KELVIN]}} * 9/5 + 9508.33&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[FAHRENHEIT]}} + 9968&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[RANKINE]}} + 9508.33&lt;br /&gt;
&lt;br /&gt;
According to Toady One in a Future of the Fortress thread, the temperature scale used in the advanced worldgen settings is related to regular degrees Urist by the equation &amp;quot;local temp = world temp * 0.75 + 10000&amp;quot;. This scale doesn't seem to be used anywhere else in the game.&lt;br /&gt;
&lt;br /&gt;
Some reference numbers:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! worldgen&lt;br /&gt;
! Celsius (°C)&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Fahrenheit (°F)&lt;br /&gt;
! Rankine (°Ra)&lt;br /&gt;
|-&lt;br /&gt;
| [[#Boiling point|Boiling point of water]]&lt;br /&gt;
| 10180&lt;br /&gt;
| 240&lt;br /&gt;
| 100°C&lt;br /&gt;
| 373.15K&lt;br /&gt;
| 212°F&lt;br /&gt;
| 671.67°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#H|Human body temperature]]&lt;br /&gt;
| 10067*&lt;br /&gt;
| 89.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| 37°C&lt;br /&gt;
| 310.15K&lt;br /&gt;
| 98.6°F&lt;br /&gt;
| 558.27°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[Water#Freezing point|Freezing point of water]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
| 0°C&lt;br /&gt;
| 273.15K&lt;br /&gt;
| 32°F&lt;br /&gt;
| 491.67°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[wikipedia:Ethanol (data page)|Freezing point of ≈89% ABV]]&lt;br /&gt;
| 9850&lt;br /&gt;
| -200&lt;br /&gt;
| −83.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;°C&lt;br /&gt;
| 189.81&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;K&lt;br /&gt;
| −118°F&lt;br /&gt;
| 341.67°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[wikipedia:Absolute zero|Absolute zero]]&lt;br /&gt;
| 9508*&lt;br /&gt;
| -656&lt;br /&gt;
| −273.15°C&lt;br /&gt;
| 0K&lt;br /&gt;
| −459.67°F&lt;br /&gt;
| 0°Ra&lt;br /&gt;
|-&lt;br /&gt;
| Zero degrees Urist&lt;br /&gt;
| 0&lt;br /&gt;
| -13333.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| −5555.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;°C&lt;br /&gt;
| −5282.40&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;K&lt;br /&gt;
| −9968°F&lt;br /&gt;
| −9508.33°Ra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;＊&amp;lt;/sup&amp;gt;Values designated with ''round'' have been rounded internally to avoid decimals: for instance, the human body temperature is technically 10066.6, but has been rounded up to {{ct|10067}} in the [[raw file|raws]]. Also interesting is the fact that temperatures in ''Dwarf Fortress'' can go ''far, far'' below absolute zero, which is physically impossible; considering ''Dwarf Fortress'' also allows [[water wheel#Perpetual motion|perpetual motion]], sometimes it's best not to ask questions.&lt;br /&gt;
&lt;br /&gt;
Values with an &amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;overline&amp;lt;/span&amp;gt; are truncated values with ending numbers that go on indefinitely, so a value of 45.73&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt; is technically 45.738888888888- with the 8's going on indefinitely.&lt;br /&gt;
&lt;br /&gt;
{{Urist asks|q=I'm a modder who needs to work with temperature conversions all the time. Is there any tool I can use to lessen the amount of work involved?|a=Temperature conversions are usually only useful when [[modding]], and can be annoying to do manually; luckily a simple {{dffd|4028|temperature conversion utility}} has been created for those who find themselves having to convert a lot of temperatures to and/or from degrees Urist often.}}&lt;br /&gt;
&lt;br /&gt;
Examples of some temperatures encountered in ''Dwarf Fortress'', the most important ones in bold:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol freezes&lt;br /&gt;
| {{ct|09850}}&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;border-bottom: 1px #0000CC dotted;cursor:help;&amp;quot; title=&amp;quot;Below this temperature fat, present on all organic creatures, will start to take cold damage, eventually killing them.&amp;quot;&amp;gt;Lowest survivable temperature&amp;lt;/span&amp;gt;'''&lt;br /&gt;
| '''{{ct|09900}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Outside, freezing climate (varies)&lt;br /&gt;
| {{ct|09960}}&lt;br /&gt;
|-&lt;br /&gt;
| Underground, glacier ice&lt;br /&gt;
| {{ct|09990}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Water freezes'''&lt;br /&gt;
| '''{{ct|10000}}'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;border-bottom: 1px #0000CC dotted;cursor:help;&amp;quot; title=&amp;quot;Nether-cap temperatures are fixed to 10000 degrees Urist, regardless of the surrounding environment.&amp;quot;&amp;gt;Nether-cap&amp;lt;/span&amp;gt;&lt;br /&gt;
| {{ct|10000}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| '''{{ct|10015}}'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#H|Dwarf/human homeotherm]]&lt;br /&gt;
| {{ct|10067}}&lt;br /&gt;
|-&lt;br /&gt;
| Tiles next to [[magma]] ([[warm stone]])&lt;br /&gt;
| {{ct|10075}}&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;border-bottom: 1px #0000CC dotted;cursor:help;&amp;quot; title=&amp;quot;Above this temperature fat, present on all all organic creatures, will start to melt (turning into grease), eventually killing them.&amp;quot;&amp;gt;Highest survivable temperature&amp;lt;/span&amp;gt;'''&lt;br /&gt;
| '''{{ct|10078}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Outside, [[Climate#Scorching|scorching climate]] (varies)&lt;br /&gt;
| {{ct|10080}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Water]] boils&lt;br /&gt;
| {{ct|10180}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire|Ignition of organic materials]]&lt;br /&gt;
| {{ct|10508}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] [[fire]] (max)&lt;br /&gt;
| {{ct|10708}}&lt;br /&gt;
|-&lt;br /&gt;
| Material is [[fire-safe]]&lt;br /&gt;
| {{ct|11000}}&lt;br /&gt;
|-&lt;br /&gt;
| Common stone melts (varies)&lt;br /&gt;
| {{ct|11500}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coal]] [[fire]] (max)&lt;br /&gt;
| {{ct|11640}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Magma'''&lt;br /&gt;
| '''{{ct|12000}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Material is [[magma-safe]]&lt;br /&gt;
| {{ct|12000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature]]s made of flame/fire&lt;br /&gt;
| {{ct|14000}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;border-bottom: 1px #0000CC dotted;cursor:help;&amp;quot; title=&amp;quot;Yes, dragonfire is roughly four times hotter than the surface of the sun.&amp;quot;&amp;gt;[[Dragonfire]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| {{ct|50000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material values==&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Temperature has important constraints on the [[material]]s in the game, and dictates a number of [[material science|material properties]] related to states of matter and heat/cold [[wear|damage]]. These are defined by [[material definition token]]s in the material [[raw file]]s, most of which use temperature as an input field:&lt;br /&gt;
* {{tt|[MELTING_POINT:#]}} — This is the temperature at which a liquid material will freeze, or a solid material will melt. In ''Dwarf Fortress'' the melting point and freezing point coincide exactly; this is contrary to many real-life materials, which can be supercooled.&lt;br /&gt;
* {{tt|[BOILING_POINT:#]}} — This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}.&lt;br /&gt;
* {{tt|[IGNITE_POINT:#]}} — This is the temperature at which the material will catch fire.&lt;br /&gt;
* {{tt|[HEATDAM_POINT:#]}} — This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.&lt;br /&gt;
* {{tt|[COLDDAM_POINT:#]}} — This is the temperature below which the material will begin to take frost [[wear|damage]].&lt;br /&gt;
* {{tt|[SPEC_HEAT:#]}} — This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium. The input for this token is not temperature, but rather the [[wikipedia:Specific heat capacity|specific heat capacity]] of the material.&lt;br /&gt;
* {{tt|[MAT_FIXED_TEMP]}} — A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage.  This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Useful info: if an item's material has a FIXED_TEMP, its temperature will not change under any circumstances. What this means is that if you modify a material's fixed temperature, any existing items made from it will retain whatever temperature they had before the material was modified.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember when testing mods: Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly &amp;amp;mdash; instead, its temperature will simply be permanently locked at whatever it was previously. ''Removing'' a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings. The fixed temperature of a [[container]] does affect its contents, but you can't freeze [[water]] by putting it into a [[bucket]] made from nether-cap because water will not freeze until it cools ''below'' {{ct|10000}}. The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders '''will''' take on that temperature as they are produced via mining.&lt;br /&gt;
&lt;br /&gt;
==Temperature transfer==&lt;br /&gt;
Temperature transfer in ''Dwarf Fortress'' is fairly simple - most temperature values have a whole part (in &amp;quot;degrees Urist&amp;quot;) and a fraction part (which ranges from 0 to the material's SPEC_HEAT minus 1). Once per tick, the game calculates the relevant temperature difference (e.g. between the item itself and the tile in which it is located) and adds that to the fraction part, then adjusts the whole part until the fraction part is within range. For example, a piece of Lignite (which has SPEC_HEAT 409) at temperature 10015.0 (room temperature underground) exposed to Magma (temperature 12000) will heat up by 1985 fraction units, which will increase its temperature to 10019.349. In order to reach its ignition point of 11440, it would need to be in the magma for a total of 517 ticks, over 5 seconds at 100 fps.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Temperature calculations are a known cause of lag. If [[maximizing framerate]] is a concern, you can disable temperature calculations through an option in [[D init.txt]]. With temperature calculations disabled, effects such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage will not occur. &lt;br /&gt;
* When temperature calculations are disabled, dwarves will refuse to set foot in a cast [[obsidian]] tile (or any other tiles previously occupied by [[magma]]).{{bug|8391}}  Occasionally, this can also occur when temperature calculations are still enabled. {{bug|1272}}&lt;/div&gt;</summary>
		<author><name>Teabasins</name></author>
	</entry>
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