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	<updated>2026-07-10T14:00:08Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soap&amp;diff=27465</id>
		<title>40d:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soap&amp;diff=27465"/>
		<updated>2009-06-17T16:36:43Z</updated>

		<summary type="html">&lt;p&gt;TheDJ17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Soap''' is manufactured at the [[Alchemist's laboratory]] from animal [[tallow]] and [[lye]]. It appears to have no current use except as a [[trade]] item or to build constructs out of. It can become quite valuable as its value is 25 multiplied by the [MODVALUE:] of the creature whose fat it is made from. This means that soaping is a good way to get value out of [[megabeast]] fat. For example, soap made from dragon tallow is worth 1250☼. Soap does not get a quality bonus.&lt;br /&gt;
&lt;br /&gt;
Constructions made from bars of soap are light grey, and require the [[Masonry]] labor to build.&lt;br /&gt;
&lt;br /&gt;
Value: 25&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>TheDJ17</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Region&amp;diff=1980</id>
		<title>40d:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Region&amp;diff=1980"/>
		<updated>2009-04-14T20:59:23Z</updated>

		<summary type="html">&lt;p&gt;TheDJ17: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A ''region'' is an area of the world that you may select when choosing a location for your fort. There are 256x256 = 65536 regions in a large world. Each one is composed of 16x16 = 256 blocks of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total ''before'' you take Z-layers into account.&lt;br /&gt;
&lt;br /&gt;
Each region is made up of several [[biomes]] affecting available flora and fauna. A region also has a [[climate]], and may be in the presence of [[Regions#Surroundings|good]] or [[Regions#Surroundings|evil]] [[civilization]]s. Some information on what the region contains can be gathered from the [[Map legend]].&lt;br /&gt;
&lt;br /&gt;
== Choosing a Region ==&lt;br /&gt;
When starting a new fortress, the game allows you to choose almost any regions on the [[world map]]. Different regions have different [[creatures]], [[tree]]s, or no trees, (depending on how mountainous the region is), different climates, maybe a source of [[water]], and either good or evil alignment.&lt;br /&gt;
&lt;br /&gt;
A rough list of region types follows. The combination of these factors help make each game unique. &lt;br /&gt;
&lt;br /&gt;
=== Summary of Biomes ===&lt;br /&gt;
''See [[biomes]] for a complete list of combinations.''&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Temperate]]&lt;br /&gt;
* [[Tropical]]&lt;br /&gt;
* [[Broadleaf forest]]&lt;br /&gt;
* [[Conifer forest]]&lt;br /&gt;
* [[Savanna]]&lt;br /&gt;
* [[Shrubland]]&lt;br /&gt;
* [[Sand desert]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- [[dragon]]s will get you.''&lt;br /&gt;
* Freezing&lt;br /&gt;
* Cold&lt;br /&gt;
* Temperate&lt;br /&gt;
* Warm&lt;br /&gt;
* Hot&lt;br /&gt;
* Scorching&lt;br /&gt;
&lt;br /&gt;
In colder [[climate|environments]], surface water will freeze for more of the year. Additionally, fierce enough cold will cause massive frostbite damage to extremities if outside too long (oddly enough, this tends to cause bleeding to death).&lt;br /&gt;
In hotter environments, surface water may evaporate faster than it is replaced by rainfall (so if there is no [[brook]] or [[river]] then there may be no source of water after a few months). Hot enough climates can even cause any exposed alcohol to boil away.&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
''[[Tree]]s are good for [[wood]].''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Red;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;None&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Yellow;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Scarce&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:#D3D3D3;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Sparse&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Lime;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Woodland&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Green;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Heavily forested&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Vegetation ===&lt;br /&gt;
''Other means [[shrub]]s and bushes, or maybe cacti.''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Red;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;None&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Yellow;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Scarce&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:#D3D3D3;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Moderate&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Lime;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Thick&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
[[Surroundings]] affect the types of plant life and wild [[animals]] which will appear in play. It is possible to start in a local region containing ALL THREE alignments of terrain type (good, evil, and neutral).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[creatures]] article has an Alignment heading that will tell you whether or not a creature can possibly show up in a specific alignment.  Note that most creatures also require a specific [[climate]] to spawn in.  Again, it's important to check the specific biomes making up your site.  Once a [[creature]] spawns on the map, it is under no compunction to stay in its own biome and can roam as it pleases.  Because of this, the specifics of what means what can be difficult to pin down sometimes.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;''Good'' regions tend to have less aggressive and weaker [[creatures]], exception made for the pain-in-the-ass [[unicorn]].  Good regions also support the wild [[sun berry]], which makes the best [[booze]] in the game.  There are generally slight changes between ''Benign Good'' and ''Savage Good''.  The only serious problem that shows up in Good regions is, again, the [[unicorn]], which shows up in ''Benign Good'' regions but not ''Neutral Good'' or ''Savage Good''.  It's worth noting that [[unicorns]] require generally temperate regions, so a ''Benign Good'' zone in a cold tundra will probably not spawn [[unicorns]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;''Neutral'' regions are the easiest to understand.  They generally mimic the real world, with recognizable wildlife depending on the area.  They can be quite dangerous depending on the region (much like the real world), holding anything from generally non-aggressive but physically powerful enemies such as [[gorilla]]s and [[elephants]] to the very aggressive and very dangerous [[giant eagle]].  As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate and landforms.  You'll find most of the standard aboveground plants in these alignments, such as [[prickle berries]], [[rope reed]], [[wild strawberries]] and the like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;''Evil'' regions are more dangerous than their ''Neutral'' and ''Good'' counterparts across the board.  At their root, ''Evil'' regions are modified ''Neutral'' regions.  In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]].  [[Undead]] have a resistance to piercing attacks (precluding Crossbow-heavy defenses) and are always far more aggressive than their living counterparts, and they leave a fraction of the corpse benefits (zombies fall down rotten and are unbutcherable, skeletons only leave bones).  Clearly, hunting undead animals is pointless, and finding kills in a countryside crawling with [[undead]] is outstandingly dangerous.  [[Undead]] shrubs are useless for gathering, too.  Also, fish can be infected with undeath, and can even walk on land to attack fishermen.  Even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Biomes]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>TheDJ17</name></author>
	</entry>
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