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	<updated>2026-04-06T20:27:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Danger_room&amp;diff=225768</id>
		<title>DF2014 Talk:Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Danger_room&amp;diff=225768"/>
		<updated>2016-07-26T23:18:06Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm on 0.42.06, and it seems that dwarves will NOT path to barracks with armor stand behind locked internal doors, which is suggested design, in main article. Instead, they do normal tasks. If I unlock the doors, they go to the room and train. You can use this feature to easily disable training, but in the price of one more tile without trap.. &lt;br /&gt;
[[User:Dnf|Dnf]] ([[User talk:Dnf|talk]]) 15:15, 19 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have had some dwarves die when using this now. After searching the forums, seems that Toady One made them ... dangerous. This should be updated.&lt;br /&gt;
[[Special:Contributions/67.177.65.208|67.177.65.208]] 06:43, 9 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps we could even change the name to something that suggests... danger? I had a number of dwarves die in previous versions (usually the ones who wouldn't trade their cloth cap for a metal helm), and though I've heard reports that they are now more lethal, I've yet to see anyone accurately describe their setup. Which danger room design are you using? How are your dwarves equipped? Are they wearing all their armor? What sorts of injuries are occurring?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:02, 9 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
i can confirm this is more dangerous now: i had a 3x2 room with 10wooden trainingspears on each tile behind a closed door. my dwarfs trained in there colpletly geared with steel(mailshirt,breastplate,helmet,gauntles,greaves,highboots,shield,shortsword). most of them have mangled noses and ears after a while especially ears. one broke an arm. two dwarfs of the full squad went into the hospital (after 6month of training) where the doctor operated on them they died on the way into their own rooms. also maybe its just my imagination but do dwarfs train slower now? [[Special:Contributions/213.142.180.79|213.142.180.79]] 22:43, 13 September 2015 (UTC)ME&lt;br /&gt;
:It is not your imagination. Danger rooms are now actually dangerous, and gains are nerfed. &amp;lt;3 -[[User:Naros|Naros]] ([[User talk:Naros|talk]]) 03:17, 23 November 2015 (UTC)&lt;br /&gt;
:Did you edit the raws to add a healing rate to cartilage? AFAIK, dwarves with injured noses/ears will still bleed to death.[[User:Thepaan|Thepaan]] ([[User talk:Thepaan|talk]]) 23:18, 26 July 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=217435</id>
		<title>Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=217435"/>
		<updated>2015-04-02T23:08:28Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: /* Generating a Biome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
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 layers, 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;
&lt;br /&gt;
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 {{Key|F#}}-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;
=== Wetlands ===&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;
=== Forests ===&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&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;
=== Deserts ===&lt;br /&gt;
*[[Badlands]]&lt;br /&gt;
*[[Rocky wasteland|Rocky Wasteland]]&lt;br /&gt;
*[[Sand desert|Sand Desert]]&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean]]s ===&lt;br /&gt;
*Tropical Ocean&lt;br /&gt;
*Temperate Ocean&lt;br /&gt;
*Arctic Ocean&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;Not Freezing&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]] 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|800px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
All other biomes are variations 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 biomes variants do not respect the otherwise static divisions.&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes|*}}&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:PWDF_Biome_Distribution.png&amp;diff=217403</id>
		<title>File:PWDF Biome Distribution.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:PWDF_Biome_Distribution.png&amp;diff=217403"/>
		<updated>2015-04-01T07:01:23Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=217400</id>
		<title>Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=217400"/>
		<updated>2015-04-01T02:13:54Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: /* Generating a Biome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
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 layers, 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;
&lt;br /&gt;
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 {{Key|F#}}-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;
=== Wetlands ===&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;
=== Forests ===&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&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;
=== Deserts ===&lt;br /&gt;
*[[Badlands]]&lt;br /&gt;
*[[Rocky wasteland|Rocky Wasteland]]&lt;br /&gt;
*[[Sand desert|Sand Desert]]&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean]]s ===&lt;br /&gt;
*Tropical Ocean&lt;br /&gt;
*Temperate Ocean&lt;br /&gt;
*Arctic Ocean&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;Not Freezing&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]] 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 is 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|800px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
All other biomes are variations 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; salinity 66 is a saltwater biome, and salinity 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.&lt;br /&gt;
&lt;br /&gt;
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 biomes variants do not respect the otherwise static divisions. Other randomness is liked to the presence of one or more poles as well. Certain biomes such as Mangrove Swamp and Tropical Dry Broadleaf Forest randomly replace the biome that would otherwise occur, even with identical values for drainage, rainfall, and temperature. For example, a region could be either Mangrove Swamp or Tropical Saltwater Swamp with at least one pole, but will always be Tropical Saltwater Swamp when the pole is set to none.&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes|*}}&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=217399</id>
		<title>Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Biome&amp;diff=217399"/>
		<updated>2015-04-01T02:07:22Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: /* Generating a Biome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
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 layers, 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;
&lt;br /&gt;
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 {{Key|F#}}-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;
=== Wetlands ===&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;
=== Forests ===&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&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;
=== Deserts ===&lt;br /&gt;
*[[Badlands]]&lt;br /&gt;
*[[Rocky wasteland|Rocky Wasteland]]&lt;br /&gt;
*[[Sand desert|Sand Desert]]&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean]]s ===&lt;br /&gt;
*Tropical Ocean&lt;br /&gt;
*Temperate Ocean&lt;br /&gt;
*Arctic Ocean&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;Not Freezing&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]] 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 is 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|800px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
All other biomes are variations 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; salinity 66 is a saltwater biome, and salinity 100 is an ocean. Temperature determines tropical and frozen variants. Region tile temperatures below 0 convert all base biomes with drainage below 75 to Tundra, and biomes with drainage 75+ to Glaciers. Similarly, Arctic Oceans replace Temperate Oceans. Between 0 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.&lt;br /&gt;
&lt;br /&gt;
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 biomes variants do not respect the otherwise static divisions. Other randomness is liked to the presence of one or more poles as well. Certain biomes such as Mangrove Swamp and Tropical Dry Broadleaf Forest randomly replace the biome that would otherwise occur, even with identical values for drainage, rainfall, and temperature. For example, a region could be either Mangrove Swamp or Tropical Saltwater Swamp with at least one pole, but will always be Tropical Saltwater Swamp when the pole is set to none.&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes|*}}&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF_Biome_Distribution.png&amp;diff=217397</id>
		<title>File:DF Biome Distribution.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF_Biome_Distribution.png&amp;diff=217397"/>
		<updated>2015-04-01T01:26:41Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: Biome distribution image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Biome distribution image&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=216927</id>
		<title>User:Thepaan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=216927"/>
		<updated>2015-03-04T03:04:39Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: Undo revision 216926 by Thepaan (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by Thepaan --&amp;gt;&lt;br /&gt;
== My First Farm ==&lt;br /&gt;
[[Image:DF-farmguide-1.png|none]]&lt;br /&gt;
* First, {{k|b}}uild the farm {{k|p}}lot&lt;br /&gt;
:* use {{k|u}} and {{k|k}} to increase the size to 3x5 (or 5x3)&lt;br /&gt;
:* use the arrow keys to move the plot&lt;br /&gt;
:* use {{k|Enter}} to place the plot&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-2.png|none]]&lt;br /&gt;
* Next, create two stock{{k|p}}iles for seeds&lt;br /&gt;
* For both stockpiles,&lt;br /&gt;
:* use {{k|q}} to change the stockpile preferences&lt;br /&gt;
:* ensure no barrels ({{k|E}}) or bins ({{k|C}}) are allowed &lt;br /&gt;
:* allow only seeds&lt;br /&gt;
[[Image:DF-farmguide-3.png|none]]&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-4.png|none]]&lt;br /&gt;
* Finally, set stockpile #1 to {{k|t}}ake from stockpile #2 and to t{{k|a}}ke only from links.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-5.png|none]]&lt;br /&gt;
Seeds will initially be stored in stockpile #2, then will be moved to stockpile #1 in a very quick, but separate job. Thus, seeds are nearly always available for planting. By the way, don't forget to set up your crop planting cycle at the farm.&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=216926</id>
		<title>User:Thepaan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=216926"/>
		<updated>2015-03-04T02:52:29Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by Thepaan --&amp;gt;&lt;br /&gt;
== Perfect World DF ==&lt;br /&gt;
In the latest version as of this writing (1.9.5428) there are some peculiar behaviors with the temperature map. I discovered this when using a temperature map with an evenly distributed gradient with the pole at the top. After generating a map with no freezing areas I did several tests and discovered that the extent of the northern frozen area varies from map to map. Similarly, the extent of the tropical area varies. I believe the default random temperature calculations (a gradient of a single north pole, single south pole, or double pole with equatorial tropics) are being applied over the selected temperature map to produce something unexpected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My First Farm ==&lt;br /&gt;
[[Image:DF-farmguide-1.png|none]]&lt;br /&gt;
* First, {{k|b}}uild the farm {{k|p}}lot&lt;br /&gt;
:* use {{k|u}} and {{k|k}} to increase the size to 3x5 (or 5x3)&lt;br /&gt;
:* use the arrow keys to move the plot&lt;br /&gt;
:* use {{k|Enter}} to place the plot&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-2.png|none]]&lt;br /&gt;
* Next, create two stock{{k|p}}iles for seeds&lt;br /&gt;
* For both stockpiles,&lt;br /&gt;
:* use {{k|q}} to change the stockpile preferences&lt;br /&gt;
:* ensure no barrels ({{k|E}}) or bins ({{k|C}}) are allowed &lt;br /&gt;
:* allow only seeds&lt;br /&gt;
[[Image:DF-farmguide-3.png|none]]&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-4.png|none]]&lt;br /&gt;
* Finally, set stockpile #1 to {{k|t}}ake from stockpile #2 and to t{{k|a}}ke only from links.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-5.png|none]]&lt;br /&gt;
Seeds will initially be stored in stockpile #2, then will be moved to stockpile #1 in a very quick, but separate job. Thus, seeds are nearly always available for planting. By the way, don't forget to set up your crop planting cycle at the farm.&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=210052</id>
		<title>User:Thepaan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=210052"/>
		<updated>2014-08-25T01:05:47Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: /* My First Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by Thepaan --&amp;gt;&lt;br /&gt;
== My First Farm ==&lt;br /&gt;
[[Image:DF-farmguide-1.png|none]]&lt;br /&gt;
* First, {{k|b}}uild the farm {{k|p}}lot&lt;br /&gt;
:* use {{k|u}} and {{k|k}} to increase the size to 3x5 (or 5x3)&lt;br /&gt;
:* use the arrow keys to move the plot&lt;br /&gt;
:* use {{k|Enter}} to place the plot&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-2.png|none]]&lt;br /&gt;
* Next, create two stock{{k|p}}iles for seeds&lt;br /&gt;
* For both stockpiles,&lt;br /&gt;
:* use {{k|q}} to change the stockpile preferences&lt;br /&gt;
:* ensure no barrels ({{k|E}}) or bins ({{k|C}}) are allowed &lt;br /&gt;
:* allow only seeds&lt;br /&gt;
[[Image:DF-farmguide-3.png|none]]&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-4.png|none]]&lt;br /&gt;
* Finally, set stockpile #1 to {{k|t}}ake from stockpile #2 and to t{{k|a}}ke only from links.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-5.png|none]]&lt;br /&gt;
Seeds will initially be stored in stockpile #2, then will be moved to stockpile #1 in a very quick, but separate job. Thus, seeds are nearly always available for planting. By the way, don't forget to set up your crop planting cycle at the farm.&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209799</id>
		<title>User:Thepaan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209799"/>
		<updated>2014-08-22T04:35:51Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: /* My First Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by Thepaan --&amp;gt;&lt;br /&gt;
== My First Farm ==&lt;br /&gt;
[[Image:DF-farmguide-1.png|none]]&lt;br /&gt;
* First, {{k|b}}uild the farm {{k|p}}lot&lt;br /&gt;
:* use {{k|u}} and {{k|k}} to increase the size to 3x5 (or 5x3)&lt;br /&gt;
:* use the arrow keys to move the plot&lt;br /&gt;
:* use {{k|Enter}} to place the plot&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-2.png|none]]&lt;br /&gt;
* Next, create two stock{{k|p}}iles for seeds&lt;br /&gt;
* For both stockpiles,&lt;br /&gt;
:* use {{k|q}} to change the stockpile preferences&lt;br /&gt;
:* ensure no barrels ({{k|E}}) or bins ({{k|C}}) are allowed &lt;br /&gt;
:* allow only seeds&lt;br /&gt;
[[Image:DF-farmguide-3.png|none]]&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-4.png|none]]&lt;br /&gt;
* Finally, set stockpile #1 to {{k|t}}ake from stockpile #2 and to t{{k|a}}ke only from links.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-5.png|none]]&lt;br /&gt;
Seeds will initially be stored in stockpile two, then will be moved to stockpile one in a very quick, but separate job. Thus, seeds are nearly always available for planting. By the way, don't for get to set up your crop cycle at the farm.&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209798</id>
		<title>User:Thepaan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209798"/>
		<updated>2014-08-22T04:34:50Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: /* My First Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by Thepaan --&amp;gt;&lt;br /&gt;
== My First Farm ==&lt;br /&gt;
[[Image:DF-farmguide-1.png|none]]&lt;br /&gt;
* First, {{k|b}}uild the farm {{k|p}}lot&lt;br /&gt;
:* use {{k|u}} and {{k|k}} to increase the size to 3x5 (or 5x3)&lt;br /&gt;
:* use the arrow keys to move the plot&lt;br /&gt;
:* use {{k|Enter}} to place the plot&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-2.png|none]]&lt;br /&gt;
* Next, create two stock{{k|p}}iles for seeds&lt;br /&gt;
* For both stockpiles,&lt;br /&gt;
:* use {{k|q}} to change the stockpile preferences&lt;br /&gt;
:* ensure no barrels ({{k|E}}) or bins ({{k|C}}) are allowed &lt;br /&gt;
:* allow only seeds&lt;br /&gt;
[[Image:DF-farmguide-3.png|none]]&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-4.png|none]]&lt;br /&gt;
* Finally, set stockpile 1 to {{k|t}}ake from stockpile 2 and to t{{k|a}}ke only from links.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-5.png|none]]&lt;br /&gt;
Seeds will initially be stored in stockpile two, then will be moved to stockpile one in a very quick, but separate job. Thus, seeds are nearly always available for planting. By the way, don't for get to set up your crop cycle at the farm.&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209797</id>
		<title>User:Thepaan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209797"/>
		<updated>2014-08-22T04:29:50Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by Thepaan --&amp;gt;&lt;br /&gt;
== My First Farm ==&lt;br /&gt;
[[Image:DF-farmguide-1.png|none]]&lt;br /&gt;
* First, 'b'uild the farm 'p'lot&lt;br /&gt;
:* use 'u' and 'k' to increase the size to 3x5 (or 5x3)&lt;br /&gt;
:* use the arrow keys to move the plot&lt;br /&gt;
:* use 'enter' to place the plot&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-2.png|none]]&lt;br /&gt;
* Next, create two stock'p'iles for seeds&lt;br /&gt;
* For both stockpiles,&lt;br /&gt;
:* use 'q' to change the stockpile preferences&lt;br /&gt;
:* ensure no barrels ('E') or bins ('C') are allowed &lt;br /&gt;
:* allow only seeds&lt;br /&gt;
[[Image:DF-farmguide-3.png|none]]&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-4.png|none]]&lt;br /&gt;
* Finally, set stockpile 1 to 't'ake from stockpile 2 and to t'a'ke only from links.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF-farmguide-5.png|none]]&lt;br /&gt;
Seeds will initially be stored in stockpile two, then will be moved to stockpile one in a very quick, but separate job. Thus, seeds are nearly always available for planting. By the way, don't for get to set up your crop cycle at the farm.&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-5.png&amp;diff=209796</id>
		<title>File:DF-farmguide-5.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-5.png&amp;diff=209796"/>
		<updated>2014-08-22T04:29:41Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{self|cc-zero}}&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-4.png&amp;diff=209795</id>
		<title>File:DF-farmguide-4.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-4.png&amp;diff=209795"/>
		<updated>2014-08-22T04:29:01Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{self|cc-zero}}&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-3.png&amp;diff=209794</id>
		<title>File:DF-farmguide-3.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-3.png&amp;diff=209794"/>
		<updated>2014-08-22T04:24:13Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{self|cc-zero}}&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-2.png&amp;diff=209793</id>
		<title>File:DF-farmguide-2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-2.png&amp;diff=209793"/>
		<updated>2014-08-22T04:22:06Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{self|cc-zero}}&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-1.png&amp;diff=209792</id>
		<title>File:DF-farmguide-1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF-farmguide-1.png&amp;diff=209792"/>
		<updated>2014-08-22T04:12:08Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{self|cc-zero}}&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209791</id>
		<title>User:Thepaan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209791"/>
		<updated>2014-08-22T04:08:37Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: /* My First Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by Thepaan --&amp;gt;&lt;br /&gt;
==== My First Farm ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:http://i.imgur.com/nIPGIzy.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* First, 'b'uild the farm 'p'lot&lt;br /&gt;
:* use 'u' and 'k' to increase the size to 3x5 (or 5x3)&lt;br /&gt;
:* use the arrow keys to move the plot&lt;br /&gt;
:* use 'enter' to place the plot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:http://i.imgur.com/YcbHLKU.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* Next, create two stock'p'iles for seeds&lt;br /&gt;
* For both stockpiles,&lt;br /&gt;
:* use 'q' to change the stockpile preferences&lt;br /&gt;
:* ensure no barrels ('E') or bins ('C') are allowed &lt;br /&gt;
:* allow only seeds&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:http://i.imgur.com/i7vNdyh.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:http://i.imgur.com/flYYHXQ.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* Finally, set stockpile 1 to 't'ake from stockpile 2 and to t'a'ke only from links.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:http://i.imgur.com/5dLqmVL.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Seeds will initially be stored in stockpile two, then will be moved to stockpile one in a very quick, but separate job. Thus, seeds are nearly always available for planting. By the way, don't for get to set up your crop cycle at the farm.&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209790</id>
		<title>User:Thepaan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Thepaan&amp;diff=209790"/>
		<updated>2014-08-22T03:53:18Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by Thepaan --&amp;gt;&lt;br /&gt;
==== My First Farm ====&lt;br /&gt;
[[File:Http://i.imgur.com/nIPGIzy.png|frameless|I use 7x7 rooms when starting out.]]&lt;br /&gt;
First, 'b'uild the farm 'p'lot&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Starting_build&amp;diff=207155</id>
		<title>DF2014 Talk:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Starting_build&amp;diff=207155"/>
		<updated>2014-07-23T12:58:07Z</updated>

		<summary type="html">&lt;p&gt;Thepaan: /* Optimization */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by Thepaan --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Optimization ==&lt;br /&gt;
&lt;br /&gt;
According to this page, the following are true:&lt;br /&gt;
# Alcohol grants a new barrel after every 5th unit.&lt;br /&gt;
# Food (includes raw meats, prepared creature parts, e.g. brains, and fish) grants a new barrel after every 10th unit. Different parts of the same creature are stored in the same barrel.&lt;br /&gt;
# Liquids (extracts?) grant a new barrel after every 10th unit.&lt;br /&gt;
# Seeds grant a new bag after every 10th unit.&lt;br /&gt;
# Powders grant a new bag after every unit.&lt;br /&gt;
&lt;br /&gt;
I was not getting the same results as the Optimization section indicates, so I embarked upon some embark SCIENCE!. I used the DF Starter Pack with DF version 40.04. For all embarks, I first removed all of the default equipment so I would only have a short list to look through once the game started.&lt;br /&gt;
&lt;br /&gt;
First embark: 11 kea meat&lt;br /&gt;
Observation: A plum wood barrel containing 11 kea meat.&lt;br /&gt;
Conclusion: Claim 2, above, is false.&lt;br /&gt;
&lt;br /&gt;
I checked http://dwarffortresswiki.org/index.php/DF2014:Barrel which states &amp;quot;Barrels can hold up to 30 pieces of meat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Second embark: 31 pig meat&lt;br /&gt;
Observation: A pear wood barrel containing 27 pig meat, and a walnut wood barrel containing 5 pig meat.&lt;br /&gt;
Conclusion: Food grants a new barrel after 30 units, but the 31st unit may not be in a barrel by itself.&lt;br /&gt;
&lt;br /&gt;
Embark, the third: 6 dwarven rum&lt;br /&gt;
Observation: A walnut wood barrel containing 1 dwarven rum, and a date palm wood barrel containing 5 dwarven rum.&lt;br /&gt;
Conclusion: Although a barrel can hold up to 30 units of alcohol, a single barrel will only hold one stack. The default stack size for alcohol appears to be 5. Claim 1 appears to be true.&lt;br /&gt;
&lt;br /&gt;
Embark 4, prepare carefully: 11 gremlin tears, 11 yak blood, 11 yak's milk&lt;br /&gt;
Observation: a chestnut barrel containing 11 gremlin tears, a bayberry wood barrel containing 11 yak blood and 11 yak's milk.&lt;br /&gt;
Conclusion: Claim 3 is false. Interestingly, extracts from the same creature are stored in the same barrel. Are extracts stored in the same barrel as meat from the same creature? Must do more SCIENCE!&lt;br /&gt;
&lt;br /&gt;
Embark 5, gettin' complicated up in this biat**: 11 plump helmet spawn, 11 pig tail seeds, 15 cave fish (f), 16 cave fish (m), 31 honey bee venom, 10 cow meat, 10 cow's milk, 10 cow blood&lt;br /&gt;
Observation: An alpaca wool bag containing 11 plump helmet spawn, a grizzly bear leather bag containing 11 pig tail seeds, a hazel wood barrel containing 10 cave fish (f) and 16 cave fish (m), a plum wood barrel containing 31 honey bee venom, an apricot wood barrel containing 10 cow meat, a cedar barrel containing 10 cow's milk and 10 cow blood, a pomegranate wood barrel containing 5 cave fish (f)&lt;br /&gt;
Conclusion: Claim 4 is false. Extracts and meat from the same animal are not stored in the same barrel. Fish seem to follow the same rules as meat and gender, like body part, does not preclude the item from being stored in the same barrel.&lt;br /&gt;
&lt;br /&gt;
Embark 6, honing in on the answers: 101 plump helmet spawn, 101 gremlin tears, 101 cow's milk, 11 prepared badger brain&lt;br /&gt;
Observation: A sheep wool bag with 101 plump helmet spawn, an avocado wood barrel with 96 gremlin tears, a willow barrel with 96 cow's milk, an alder barrel with 11 prepared badger brain, an ashen barrel with 5 cow's milk, and an apricot wood barrel with 5 gremlin tears&lt;br /&gt;
Conclusion: Extracts grant a new barrel after 100 units. Bags hold more than 100 seeds, which is in direct conflict with the information on the bags page. Prepared creature parts appear to follow the rules for raw meat and fish.&lt;br /&gt;
&lt;br /&gt;
Embark 7, stay on target: 301 plump helmet spawn, 11 plump helmets, 3 black sand, 3 red sand&lt;br /&gt;
Observation: A pigtail fiber bag containing 301 plump helmet spawn!!! a plum wood barrel containing 11 plump helmets, a llama wool bag containing a black sand, a capybara leather bag containing a red sand, a pig tail fiber bag containing a red sand, a llama wool bag containing a red sand, a cave spider silk bag containing a black sand, and a giant cave spider silk bag containing a black sand&lt;br /&gt;
Conclusion: Claim 5 seems to be true...  WTF, Seeds?!?!&lt;br /&gt;
&lt;br /&gt;
Embark 8: 31 plump helmets, 2 gypsum plaster, 2 lye&lt;br /&gt;
Observation: A peach wood barrel containing 31 plump helmets, a pig tail fiber bag containing a gypsum plaster, a larch barrel containing 2 lye, a grizzly bear leather bag containing a gypsum plaster.&lt;br /&gt;
Conclusion: Plump helmets do not follow the same behavior as meat/fish. Gypsum plaster behaves as sand.&lt;br /&gt;
&lt;br /&gt;
Embark 9, wrapping it up: 61 plump helmets, 101 lye&lt;br /&gt;
Observation: a pear wood barrel with 56 plump helmets, an apricot wood barrel with 96 lye, a fungiwood barrel with 5 lye, and a coconut palm barrel with 5 plump helmets&lt;br /&gt;
Conclusion: Lye follows the behavior of extracts. Plump helmets (and probably all plants) grant an additional barrel after 60.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Findings:'''&lt;br /&gt;
# Alcohol does indeed grant a new barrel after every 5th unit.&lt;br /&gt;
# Food (includes raw meats, prepared creature parts, e.g. brains, and fish) grants a new barrel after every 30th unit. Different parts of the same creature are stored in the same barrel.&lt;br /&gt;
# Extracts (and lye) grant a new barrel after every 100th unit. Different extracts from the same creature are stored in the same barrel.&lt;br /&gt;
# Seeds do not grant a new bag after any reasonable unit count.&lt;br /&gt;
# Powders grant a new container after every unit.&lt;br /&gt;
# Plants grant a new barrel after every 60th unit.&lt;/div&gt;</summary>
		<author><name>Thepaan</name></author>
	</entry>
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