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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=73378</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=73378"/>
		<updated>2010-03-18T00:55:40Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Organization */ removed second link to a word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[http://new.df.magmawiki.com/wagn/Burrows Burrow]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in burrows they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Mason11987&amp;diff=73173</id>
		<title>Dwarf Fortress Wiki:Request for Adminship/Mason11987</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Mason11987&amp;diff=73173"/>
		<updated>2010-03-15T20:15:29Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Support */ woops, forgot signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Administrator Candidacy Questionnaire==&lt;br /&gt;
===Why would I be a good Administrator?===&lt;br /&gt;
&lt;br /&gt;
I understand the wiki system, setting up and manageing templates/categories.  I understand the system messages (which sysops have default access to modifying).  I ran the sporewiki for a year+ prior to it's launch [http://spore.wikia.com/wiki/SporeWiki] and am still a bureaucrat there even though I haven't edited in a while.  I'm also an admin at sagan4wiki, which is a conceptual offshoot inspired by the spore game [http://wiki.mydigiview.com/index.php?title=Main_Page], I didn't create any of the content but the background organization/templates/messages are almost completely my work and the community decided to name the planet's moon after me because of how much I helped :D.  I'm also still a sysop at cybernations wiki [http://cybernations.wikia.com/wiki/Main_Page] and did a lot of organization there, though I'm inactive in that game/wiki as well now.&lt;br /&gt;
&lt;br /&gt;
Basically, there are a lot of things that can be done to improve a wiki that take a lot of testing and deleting of testing pages, moving over redirects, and modifications to system messages.  The people who have admin powers now are awesome &amp;quot;leaders&amp;quot; but without a lot of time describing things that can be done, those sort of changes can't be easily completed.&lt;br /&gt;
&lt;br /&gt;
There are three philosophies for &amp;quot;admins&amp;quot;, or sysops which have developed over time on wikipedia.&lt;br /&gt;
&lt;br /&gt;
#People who should get the position are people who deserve to be rewarded for maintenance stuff or content creation stuff&lt;br /&gt;
#People who should get the position are people who are good leaders, and should be &amp;quot;in charge&amp;quot;&lt;br /&gt;
#People who should get the position are people who could do good without the tools, but who could do more good with them.&lt;br /&gt;
&lt;br /&gt;
I think #1 is unnecessary, assigning sysop as a reward system is not the right thing to do, because it shouldn't be about a &amp;quot;title&amp;quot;.  This leads nicely into #2, sysops shouldn't be in charge, they should be as accountable as anyone else, and if people think they are doing badly they should remove their power or have it removed.  If we need &amp;quot;leaders&amp;quot; they should be bueracrats, and should recognize that the only types of people who get sysop would be #3.  #3 is where I think I fall, and I think it makes the most sense.  The community at large would be best helped by people contributing exactly as much as they are capable to contribute.  I feel that if people can contribute to the wiki more if they could do a couple more things, then they should have it.  The key point is that ''most people who are content-creators or typograpical-editors do not need these powers''.  This shouldn't make them feel less important, because they aren't.  But people shouldn't feel like they are more important just because they have the powers either.&lt;br /&gt;
&lt;br /&gt;
====Supporting Evidence====&lt;br /&gt;
*[http://df.magmawiki.com/index.php/Special:Contributions/Mason11987 Contributions].  But here are some additional logs of work I've done at other wikis just to make it clear that I am not a person who comes to wikis to screw with them. [http://spore.wikia.com/index.php?title=Special%3ALog&amp;amp;type=delete&amp;amp;user=Mason11987&amp;amp;page=&amp;amp;year=&amp;amp;month=-1&amp;amp;hide_patrol_log=1], [http://cybernations.wikia.com/index.php?title=Special:Log&amp;amp;user=Mason11987] [http://wiki.mydigiview.com/index.php?title=Special:Contributions&amp;amp;limit=500&amp;amp;target=Mason11987]&lt;br /&gt;
*[[DF2010]]&lt;br /&gt;
&lt;br /&gt;
==Public Q&amp;amp;A==&lt;br /&gt;
*'''Q''':In the next few months the next version of DF will be released.  This will make a lot of information here obsolete.  How do you see yourself as an admin dealing with this? --[[User:Kwieland|Kwieland]] 15:55, 26 February 2010 (UTC)&lt;br /&gt;
*'''A''': Fantastic question, hopefully [[Dwarf Fortress Wiki:Versions|this]] explains my idea succintcly enough.  Basically I propose not only making it up to date as of the new version, but updating the wiki so that obsolete articles are easily identified and organized. [[User:Mason11987|Mason11987]] 20:41, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I'm intending to work towards this goal regardless of the outcome of this administration request.  And while I don't intend to use my administration in any way to inflate my opinion on what the wiki should do '''at all''' I think the inevitable implentation of large scale projects like this requires a few of the tools that administrators have and I think if I had them I could be a lot more useful. [[User:Mason11987|Mason11987]] 20:41, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Public Discussion==&lt;br /&gt;
:'''I know that a lot of people don't know me well enough to make a judgement.  I respectfully ask that you come back in a month and evaluate again, instead of making an uninformed statement.  Also, if others don't mind, I don't care if this stays open until everyone gets enough information to state their opinion.'''&lt;br /&gt;
&lt;br /&gt;
:I think that this RfA thing was setup because of my comments on Briess's pages and yet I'm the only one without any comments --&amp;gt; :(. [[User:Mason11987|Mason11987]] 04:06, 24 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I don't know enough about you to form a worthwhile opinion one way or the other. [[User:VengefulDonut|VengefulDonut]] 21:52, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: PUblic Q&amp;amp;A section? [[User:Mason11987|Mason11987]] 22:19, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::That would only tell me how you would answer the questions I aksked you (: [[User:VengefulDonut|VengefulDonut]] 22:58, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Votes==&lt;br /&gt;
===Support===&lt;br /&gt;
# '''SUPPORT''': Honestly?  You sound like a very knowledgeable person, and experienced.  The one and only reason this isn't a &amp;quot;Strong Support&amp;quot; is because of the username.  Call me prejudiced, but &amp;quot;Mason11987&amp;quot; is pretty hard to say, and to remember.  Especially because I think out every word I read and type in my head, as if spoken.  Anyways, still supporting, on merit of knowledge and helpfulness. --[[User:Aescula|Aescula]] 00:44, 1 March 2010 (UTC)&lt;br /&gt;
#:&amp;lt;small&amp;gt;Really?  Aescula sounds like the hardest name to read out loud I've ever seen.  You can just call me &amp;quot;Mason&amp;quot; if you like.  Also, I would hope we aren't opponents.  In my opinion we're each getting judged independently and if we're all useful as admins I would hope we'd all become one.  Also, thanks. :D [[User:Mason11987|Mason11987]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:54, 1 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
#::&amp;lt;small&amp;gt;I always pronounced her name &amp;quot;Ayz-cool-ah&amp;quot;. Anyhow, I'll happily vote for you once I know just a leetle bit more about ya. Though, again, your name. Eet has too many numbers in eet. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 02:44, 1 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
#:::&amp;lt;small&amp;gt;There's no such thing as an &amp;quot;opponent&amp;quot; in these votes, your RfA stands on entirely its own merits and is either passed or declined based on its own merits. --[[User:Briess|Briess]] 09:34, 1 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
#::::&amp;lt;small&amp;gt;It's &amp;quot;ESS-coo-lah&amp;quot;.  Just relax as you say it.  I was only commenting on if I needed to link to you, &amp;quot;11987&amp;quot; is a seemingly random string of numbers, and thus hard to remember, that's all.  And as for the &amp;quot;opponent&amp;quot; bit, Briess, I didn't know if there were limited slots or not.  I'll strike that part.--[[User:Aescula|Aescula]] 10:42, 1 March 2010 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
#:::::&amp;lt;small&amp;gt;Just for you Aescula [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:43, 1 March 2010 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
#:::&amp;lt;small&amp;gt; Random string of numbers makes it easy to create account like Mason13373 and pretend to be you. --[[User:Nicpon|Nicpon]] 10:07, 13 March 2010 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
# '''SUPPORT''': You are undoubtedly the best qualified candidate. Your love for the wiki knows no bounds. In fact, it might cross into some sort of weird, taboo area. --[[User:Barrel Roll|Barrel_Roll]]&lt;br /&gt;
# '''SUPPORT''': I support this candidate because he seems very serious about this wiki. I would love to see what he could do to improve upon this website. not only does he seem intent on his work, but he seems professional and qualified. I am submitting my support without a doubt that you would make a good admin. --[[User:Dissimulation|Dissimulation]] 21:55, 11 March 2010 (UTC)&lt;br /&gt;
# '''SUPPORT''': You seem to know what you're doing and what the admin tools' purpose should be. I think the wiki will really benefit from your work. --[[User:Turgid Bolk|Turgid Bolk]] 20:15, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Oppose===&lt;br /&gt;
# '''OPPOSE''': Blah blah blah, here's why, signature&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
# '''NEUTRAL'''| blah blah blah here's why signature&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Mason11987&amp;diff=73172</id>
		<title>Dwarf Fortress Wiki:Request for Adminship/Mason11987</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Mason11987&amp;diff=73172"/>
		<updated>2010-03-15T20:15:01Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Administrator Candidacy Questionnaire==&lt;br /&gt;
===Why would I be a good Administrator?===&lt;br /&gt;
&lt;br /&gt;
I understand the wiki system, setting up and manageing templates/categories.  I understand the system messages (which sysops have default access to modifying).  I ran the sporewiki for a year+ prior to it's launch [http://spore.wikia.com/wiki/SporeWiki] and am still a bureaucrat there even though I haven't edited in a while.  I'm also an admin at sagan4wiki, which is a conceptual offshoot inspired by the spore game [http://wiki.mydigiview.com/index.php?title=Main_Page], I didn't create any of the content but the background organization/templates/messages are almost completely my work and the community decided to name the planet's moon after me because of how much I helped :D.  I'm also still a sysop at cybernations wiki [http://cybernations.wikia.com/wiki/Main_Page] and did a lot of organization there, though I'm inactive in that game/wiki as well now.&lt;br /&gt;
&lt;br /&gt;
Basically, there are a lot of things that can be done to improve a wiki that take a lot of testing and deleting of testing pages, moving over redirects, and modifications to system messages.  The people who have admin powers now are awesome &amp;quot;leaders&amp;quot; but without a lot of time describing things that can be done, those sort of changes can't be easily completed.&lt;br /&gt;
&lt;br /&gt;
There are three philosophies for &amp;quot;admins&amp;quot;, or sysops which have developed over time on wikipedia.&lt;br /&gt;
&lt;br /&gt;
#People who should get the position are people who deserve to be rewarded for maintenance stuff or content creation stuff&lt;br /&gt;
#People who should get the position are people who are good leaders, and should be &amp;quot;in charge&amp;quot;&lt;br /&gt;
#People who should get the position are people who could do good without the tools, but who could do more good with them.&lt;br /&gt;
&lt;br /&gt;
I think #1 is unnecessary, assigning sysop as a reward system is not the right thing to do, because it shouldn't be about a &amp;quot;title&amp;quot;.  This leads nicely into #2, sysops shouldn't be in charge, they should be as accountable as anyone else, and if people think they are doing badly they should remove their power or have it removed.  If we need &amp;quot;leaders&amp;quot; they should be bueracrats, and should recognize that the only types of people who get sysop would be #3.  #3 is where I think I fall, and I think it makes the most sense.  The community at large would be best helped by people contributing exactly as much as they are capable to contribute.  I feel that if people can contribute to the wiki more if they could do a couple more things, then they should have it.  The key point is that ''most people who are content-creators or typograpical-editors do not need these powers''.  This shouldn't make them feel less important, because they aren't.  But people shouldn't feel like they are more important just because they have the powers either.&lt;br /&gt;
&lt;br /&gt;
====Supporting Evidence====&lt;br /&gt;
*[http://df.magmawiki.com/index.php/Special:Contributions/Mason11987 Contributions].  But here are some additional logs of work I've done at other wikis just to make it clear that I am not a person who comes to wikis to screw with them. [http://spore.wikia.com/index.php?title=Special%3ALog&amp;amp;type=delete&amp;amp;user=Mason11987&amp;amp;page=&amp;amp;year=&amp;amp;month=-1&amp;amp;hide_patrol_log=1], [http://cybernations.wikia.com/index.php?title=Special:Log&amp;amp;user=Mason11987] [http://wiki.mydigiview.com/index.php?title=Special:Contributions&amp;amp;limit=500&amp;amp;target=Mason11987]&lt;br /&gt;
*[[DF2010]]&lt;br /&gt;
&lt;br /&gt;
==Public Q&amp;amp;A==&lt;br /&gt;
*'''Q''':In the next few months the next version of DF will be released.  This will make a lot of information here obsolete.  How do you see yourself as an admin dealing with this? --[[User:Kwieland|Kwieland]] 15:55, 26 February 2010 (UTC)&lt;br /&gt;
*'''A''': Fantastic question, hopefully [[Dwarf Fortress Wiki:Versions|this]] explains my idea succintcly enough.  Basically I propose not only making it up to date as of the new version, but updating the wiki so that obsolete articles are easily identified and organized. [[User:Mason11987|Mason11987]] 20:41, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I'm intending to work towards this goal regardless of the outcome of this administration request.  And while I don't intend to use my administration in any way to inflate my opinion on what the wiki should do '''at all''' I think the inevitable implentation of large scale projects like this requires a few of the tools that administrators have and I think if I had them I could be a lot more useful. [[User:Mason11987|Mason11987]] 20:41, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Public Discussion==&lt;br /&gt;
:'''I know that a lot of people don't know me well enough to make a judgement.  I respectfully ask that you come back in a month and evaluate again, instead of making an uninformed statement.  Also, if others don't mind, I don't care if this stays open until everyone gets enough information to state their opinion.'''&lt;br /&gt;
&lt;br /&gt;
:I think that this RfA thing was setup because of my comments on Briess's pages and yet I'm the only one without any comments --&amp;gt; :(. [[User:Mason11987|Mason11987]] 04:06, 24 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I don't know enough about you to form a worthwhile opinion one way or the other. [[User:VengefulDonut|VengefulDonut]] 21:52, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: PUblic Q&amp;amp;A section? [[User:Mason11987|Mason11987]] 22:19, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::That would only tell me how you would answer the questions I aksked you (: [[User:VengefulDonut|VengefulDonut]] 22:58, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Votes==&lt;br /&gt;
===Support===&lt;br /&gt;
# '''SUPPORT''': Honestly?  You sound like a very knowledgeable person, and experienced.  The one and only reason this isn't a &amp;quot;Strong Support&amp;quot; is because of the username.  Call me prejudiced, but &amp;quot;Mason11987&amp;quot; is pretty hard to say, and to remember.  Especially because I think out every word I read and type in my head, as if spoken.  Anyways, still supporting, on merit of knowledge and helpfulness. --[[User:Aescula|Aescula]] 00:44, 1 March 2010 (UTC)&lt;br /&gt;
#:&amp;lt;small&amp;gt;Really?  Aescula sounds like the hardest name to read out loud I've ever seen.  You can just call me &amp;quot;Mason&amp;quot; if you like.  Also, I would hope we aren't opponents.  In my opinion we're each getting judged independently and if we're all useful as admins I would hope we'd all become one.  Also, thanks. :D [[User:Mason11987|Mason11987]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:54, 1 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
#::&amp;lt;small&amp;gt;I always pronounced her name &amp;quot;Ayz-cool-ah&amp;quot;. Anyhow, I'll happily vote for you once I know just a leetle bit more about ya. Though, again, your name. Eet has too many numbers in eet. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 02:44, 1 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
#:::&amp;lt;small&amp;gt;There's no such thing as an &amp;quot;opponent&amp;quot; in these votes, your RfA stands on entirely its own merits and is either passed or declined based on its own merits. --[[User:Briess|Briess]] 09:34, 1 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
#::::&amp;lt;small&amp;gt;It's &amp;quot;ESS-coo-lah&amp;quot;.  Just relax as you say it.  I was only commenting on if I needed to link to you, &amp;quot;11987&amp;quot; is a seemingly random string of numbers, and thus hard to remember, that's all.  And as for the &amp;quot;opponent&amp;quot; bit, Briess, I didn't know if there were limited slots or not.  I'll strike that part.--[[User:Aescula|Aescula]] 10:42, 1 March 2010 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
#:::::&amp;lt;small&amp;gt;Just for you Aescula [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:43, 1 March 2010 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
#:::&amp;lt;small&amp;gt; Random string of numbers makes it easy to create account like Mason13373 and pretend to be you. --[[User:Nicpon|Nicpon]] 10:07, 13 March 2010 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
# '''SUPPORT''': You are undoubtedly the best qualified candidate. Your love for the wiki knows no bounds. In fact, it might cross into some sort of weird, taboo area. --[[User:Barrel Roll|Barrel_Roll]]&lt;br /&gt;
# '''SUPPORT''': I support this candidate because he seems very serious about this wiki. I would love to see what he could do to improve upon this website. not only does he seem intent on his work, but he seems professional and qualified. I am submitting my support without a doubt that you would make a good admin. --[[User:Dissimulation|Dissimulation]] 21:55, 11 March 2010 (UTC)&lt;br /&gt;
# '''SUPPORT''': You seem to know what you're doing and what the admin tools' purpose should be. I think the wiki will really benefit from your work.&lt;br /&gt;
&lt;br /&gt;
===Oppose===&lt;br /&gt;
# '''OPPOSE''': Blah blah blah, here's why, signature&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
# '''NEUTRAL'''| blah blah blah here's why signature&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_RPG&amp;diff=60914</id>
		<title>Dwarf Fortress RPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_RPG&amp;diff=60914"/>
		<updated>2010-01-13T21:06:03Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Changed to past tense, updated forum link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Multiplayer Adventure Mode''', also known as the '''DF Role-Playing Game''', was a fun little gaming get-together of a few players from the forums. These are the game logs and summaries of each session. The original forum thread: http://www.bay12games.com/forum/index.php?topic=2029.0&lt;br /&gt;
&lt;br /&gt;
== Dramitis personae ==&lt;br /&gt;
&lt;br /&gt;
The players in this drama so far, in order of appearance:&lt;br /&gt;
&lt;br /&gt;
* The King, royal guards, Morul, humans, baby dragon, unroyal guards, The Prince, various animals, Armok, and anyone else besides the protagonists - brilliantly played by Sappho, our GM&lt;br /&gt;
* Dumat Rigothul &amp;quot;Dumat Craftedpants&amp;quot; - played by yrs. truly Turgid Bolk&lt;br /&gt;
* Oddom Idobur &amp;quot;Oddom Rockhero&amp;quot; - Rollory (retired)&lt;br /&gt;
* Vallan Lombukog &amp;quot;Vallan Permanencychoke&amp;quot; - reality_unknown&lt;br /&gt;
* Edos Umrilbor &amp;quot;Edos Pinechunk&amp;quot; - Dreamer&lt;br /&gt;
* Urvad Talinlikot &amp;quot;Urvad Drumink&amp;quot; - Necro&lt;br /&gt;
* Nural Zas &amp;quot;Nural Crystal&amp;quot; - Markatta&lt;br /&gt;
* Tok Zickelnursher &amp;quot;Tok Fiercewaddles&amp;quot; - Anti-Paragon&lt;br /&gt;
* Rakust Shashzon &amp;quot;Rakust Hellhelm&amp;quot; - Xotes&lt;br /&gt;
* Urtur - Pathos&lt;br /&gt;
* Athel Sakrirthushrir - Flamester&lt;br /&gt;
&lt;br /&gt;
== Summary and logs ==&lt;br /&gt;
&lt;br /&gt;
Sessions generally lasted a few hours; these summaries are only the main plot points. I edited the logs to remove most of the irrelevant stuff (but usually not typos).&lt;br /&gt;
&lt;br /&gt;
=== Session 1 ===&lt;br /&gt;
&lt;br /&gt;
In [http://docs.google.com/Doc?id=dgc7d3rc_0gz8gbh the first session], Dumat, Vallan, Edos, and Oddom are sent by the King to avenge their families' deaths at the claws of the great Dragon. If they return with it's bejeweled left eye, they will each recieve a wonderful prize. They set off, sleeping in the friendly human Morul's hut on the way. Once they arrive and enter the lair, they see a group of humans has just slain the dragon and taken the eye for themselves! The dwarves attempt to negotiate for the eye to no avail. As they plot some way to get it, the humans get lost in the cave system of the Dragon's lair. The dwarves return to the entrance and debate whether to ambush the humans. Oddom's dragon egg (which he had pilfered from the lair) hatches, and the other dwarves start talking about the hatchling. As they talk, the humans emerge from the cave!&lt;br /&gt;
&lt;br /&gt;
=== Session 2 ===&lt;br /&gt;
&lt;br /&gt;
In [http://docs.google.com/Doc?id=dgc7d3rc_1chr76c the second session], we learn the story of Vallan and Dumat's arrival at the capital years ago, where they were forced to kill a large cat. We then rejoin the group at the cave entrance. Dumat, Oddom, and Edos take cover behind a boulder, and Vallan has climbed to the top of the entrance, waiting to drop large rocks on the humans as they emerge. Oddom tries to keep his new baby dragon quiet, while the others try to remain hidden, throwing rocks (and a nearby rat) and firing a crossbow. The sun has just set, so the dwarves have an advantage in the dark. As the human leader walks out to confront them, Edos pickpockets the eye from her, just before Vallan strikes her down. The dragonling gets hungry, and escapes Oddom's grasp, leaping at the three remaining humans and taking one down. As it feasts on the man's face, two more miniature dragons emerge from the cave and join it. The other humans decide to retreat back into the caves. The tired dwarves decide to go home with their dragon eye, leaving the baby dragons behind. On the way they argue about what they should tell the king. They make it back to Morul's place before collapsing in sleep. (Oddom was played by Sappho in this session.)&lt;br /&gt;
&lt;br /&gt;
=== Session 3 ===&lt;br /&gt;
&lt;br /&gt;
At last, in [http://docs.google.com/Doc?id=dgc7d3rc_2gr6qhk the third session], they make it back to the capital. They finally settle on telling the king it was they who slew the Dragon. As they approach the capital boasting of their deed, they meet Urvad, who is on his break outside. Urvad informs them that the king is now in prison, overthrown by the prince, who claims the king was foolish to send our group to die. The dwarves are stunned, but they go see if they can claim their prize. The young prince rules harshly, and refuses to meet with them and honor his father's promise. They are kicked out of the city, and informed that anyone wishing to immigrate must travel to the immigration office, located in a fortress to the south. The dwarves (well, mostly Dumat) are outraged that all their possesions and rooms have been taken, and they are being treated like strangers instead of heroes.&lt;br /&gt;
&lt;br /&gt;
One sympathetic guard lets on that he knows who they are, but if their succesful return was made known, the prince could not hold power. Anyone who speaks of them will be punished. The guard tells them to get immigration papers in the south and start their lives over. Urvad goes to see the king (on display in the prison), but it turns out the king really is something of a bumbling fool. He doesn't understand what has happened, cannot help them, and refuses to say where he stashed their prizes. As Urvad lets the rest of the group know this (out at the cliff face), a crazed dwarf comes running outside, screaming something about &amp;quot;rough...color!&amp;quot; He runs at them, brandishing a dagger, but Edos quickly cuts him down. The guards at the entrance seem indifferent to the maddwarf. Dumat moves to finish him off with a crossbow bolt to the head, but the crossbow breaks as Dumat pulls the trigger. Vallan comes over to bandage the crazy guy's wounds (and search his pockets). In despair, Dumat throws away the eye they worked so hard for, but Vallan quickly snatches it up so he can sell it. The dwarves figure their only remaining hope is to travel south and get immigration papers.&lt;br /&gt;
&lt;br /&gt;
=== Session 4 ===&lt;br /&gt;
&lt;br /&gt;
[http://docs.google.com/View?docid=dgc7d3rc_3hh7trz The fourth session] came to pass, and Rollory (aka Oddom) said he probably couldn't participate any more, but Markatta (Nural) and Anti-Paragon (Tok) joined the game. Nural has recently been assigned guard duty, and is told to escort the group to the immigration office in the southern fortress. As they prepare to leave, Oddom suddenly jumps up with a wild look in his eye. He begins shouting about reeds, trees, and &amp;quot;The proper surface to work on!&amp;quot; and runs off into the forest. Dumat knows with cold certainty that Armok himself has possessed their friend; they cannot help Oddom now, only hope to see him again someday. They press on without him. Halfway to the fortress, Vallan trips into a pile of dung in the path...a rather large pile of dung. Nural notices a rotting rabbit corpse (which saddens him greatly), and the group hears a twig snap in the nearby trees! The sun is setting, and they can only see a large shadow moving towards them. Urvad climbs the nearest tree, while Nural and Dumat back up to the cliff face in fear. Vallan moves to attack it with his pick, but as the thing lumbers out of the forest he thinks better of it and scrambles up the rock wall.&lt;br /&gt;
&lt;br /&gt;
Everyone starts throwing things at it, and as it steps towards them they see it's a large black bear! Nural tries to distract it by throwing a plump helmet, and Urvad throws some nuts from the tree, all to no avail. The bear steps forward, sniffs the dung, then stands and lets out a terrifying roar! Nural shoves Dumat out in front, then Dumat hides behind him. Finally Urvad throws a rock at the bear's eye, enraging him. Nural enters a martial trance, draws his small scimitar, and lunges at the bear. He hits it in the side! Vallan throws his axe at the bear's back, gouging it, then jumps down to attack some more. The bear begins to run away. Nural attempts to end its misery, taking wild inept swings at it, and with a mighty last swing he sticks his sword in a tree branch.&lt;br /&gt;
&lt;br /&gt;
Finally the group arrives at Morullecad, the great southern fortress, and enter the immigration office. The immigration officer is on break, however, so they're forced to wait. A kitchen dwarf named Tok comes to deliver a meal, and Dumat asks him where the crossbow shop is. Tok takes a look at the broken crossbow, then takes it and mysteriously begins to work. As everyone looks on, he reveals the crossbow, now fixed, with menacing cave fish bone spikes. Everyone is amazed that this artisan works as a lowly fish cleaner. (Then people had to leave, so this session ended akwardly. Cliffhanger!)&lt;br /&gt;
&lt;br /&gt;
=== Session 5 ===&lt;br /&gt;
&lt;br /&gt;
After a small break, we ran [http://docs.google.com/Doc?id=dgc7d3rc_4c593cs the fifth session]. Pathos (aka Urtur) and Xotes (Rakust) joined the game here. The dwarves are waiting to get their immigration papers, in order to move back to the capital and somehow restore the King to power, or at least obtain their prizes. Tok goes back to the kitchens, while the immigration officer munches on her lunch. Edos tries to talk her into cutting her lunch break short, but she's having none of it.&lt;br /&gt;
&lt;br /&gt;
As he speaks, a couple more dwarves show up for immigration papers. Urtur, a guard from another fortress, impatiently pushes past the line and tries to get his papers, but is similairly stonewalled. The office is getting crowded now, and the various dwarves go on discussing their situations and arguing with the officer. Rakust runs outside in a fit of paranoia, while Urtur attempts to seduce the officer in hopes of stealing her valuables (and fails miserably). Tok returns to collect the meal tray, and Urvad begs him to get him a drink.&lt;br /&gt;
&lt;br /&gt;
Eventually she informs them they'll need to fill out certain forms from the office next door, then come back. Dumat finally becomes so frustrated that he leaps up on the desk and begins shouting! He tries to call everyone to action against the tyrant Prince, and says everyone should move on the capital to take back their livelihoods. The entrance guards hear the racket, and come in to see what's going on. Dumat shouts at them to join the cause, but instead they move in and threaten to take him down by force. Anarchy breaks loose, with Dumat fending off one guard and Rakust taking swings at the other. Desperate to stop the violence, Dumat shouts that he hears the goblin alarm! Now everyone becomes alarmed and confused, and the guards jump behind the desk to avoid the fight.&lt;br /&gt;
&lt;br /&gt;
Soon the heroes straighten out what's going on, and help to convince the cowering guards that there really is a goblin seige happening by screaming about the marksmen and terrible claw wounds. Edos and Dumat quickly go to the forms office and grab some papers, and take some minutes to figure out which ones they need. The guards figure out that the fortress doesn't have a goblin alarm, so there can't be any siege, and as they come out of the office everyone runs for it.&lt;br /&gt;
&lt;br /&gt;
As they all run from the law, towards the capital, Urvad slips in some dung near the cliff face. Figuring they're safe, the other dwarves help him up and rest for a second. Then they hear a sound nearby in the forest...you guessed it, the same bear from last night comes sniffing up. The braver dwarves prepare to scare it off, and Edos almost smacks it the nose. Suddenly another roar comes from the forest! The bear turns to face it, and a second bear emerges. Right in front of the dwarves, the two mighty bears rear up and begin to fight. In true dwarven fashion, the dwarves sit back and watch the show (and place a few bets). Eventually the fierce fight ends when the original, injured bear kills the other. For it's bravery, the dwarves decide to name it, and Urvad comes up with &amp;quot;Longermust, The Howling Pike of Smiting.&amp;quot; A baby bear then also appears at the edge of the forest, apparently Longermust's child. They happily wander off into the forest, and the dwarves resume their walk to the capital.&lt;br /&gt;
&lt;br /&gt;
=== Session 6 ===&lt;br /&gt;
&lt;br /&gt;
The dramatic conclusion: [http://docs.google.com/Doc?id=dgc7d3rc_8cdrmpb the sixth session]. Flamester (Athel) joined us. I'm too lazy to summarize it so go read the log!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fish&amp;diff=23196</id>
		<title>40d:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fish&amp;diff=23196"/>
		<updated>2009-02-07T19:09:58Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* List of catchable fish */ linked to mog juice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although there is no exact game definition of '''fish''', for simplicity we call anything that may be ''[[Fishing|fished]]'' a ''fish''. Technically, the game treats these as [[vermin]].&lt;br /&gt;
&lt;br /&gt;
The {{k|z}}-status' ''stocks'' screen defines certain (dead) creatures as fish/raw fish. These are subject to [[rotting]]/[[wear]]).&lt;br /&gt;
&lt;br /&gt;
Certain larger creatures are also typically defined as fish even though they are treated as regular [[creature]]s by the game, for instance [[carp]]. They may not be caught by fisherdwarves. These larger fish can interrupt dwarves, attack, and come in [[skeletal]] and [[zombie]] varieties (which can move on land).&lt;br /&gt;
&lt;br /&gt;
Olms are the only water vermin that cannot be fished.&lt;br /&gt;
&lt;br /&gt;
== List of catchable fish ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Tile&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Turtle||{{Tile|☼|#090|#000}}||Any pool||Amphibious, pet value 10, has shell&lt;br /&gt;
|-&lt;br /&gt;
|Moghopper||{{Tile|∙|#880|#000}}||Savage pool||Amphibious, pet value 20, summer only, [[extracts|extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|Mussel||{{Tile|m|#fff|#000}}||Any ocean, lake, and river||Leaves pearl, cookable live, no bones&lt;br /&gt;
|-&lt;br /&gt;
|Oyster||{{Tile|o|#fff|#000}}||Any ocean||Leaves pearl, cookable live, no bones&lt;br /&gt;
|-&lt;br /&gt;
|Salmon||{{Tile|α|#f00|#000}}||Temperate ocean and river&lt;br /&gt;
|-&lt;br /&gt;
|Clownfish||{{Tile|α|#f00|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Hagfish||{{Tile|~|#880|#000}}||Temperate and arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Brook lamprey||{{Tile|~|#088|#000}}||Temperate ocean and river&lt;br /&gt;
|-&lt;br /&gt;
|Bat ray||{{Tile|ò|#fff|#000}}||Temperate and tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Thornback ray||{{Tile|ò|#880|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Spotted ratfish||{{Tile|α|#880|#000}}||Temperate ocean&lt;br /&gt;
|-&lt;br /&gt;
|Herring||{{Tile|α|#0ff|#000}}||Temperate and arctic ocean||Wielded to cut down trees (just kidding)&lt;br /&gt;
|-&lt;br /&gt;
|Shad||{{Tile|α|#0ff|#000}}||Temperate ocean and river, arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Anchovy||{{Tile|α|#fff|#000}}||Temperate ocean&lt;br /&gt;
|-&lt;br /&gt;
|Steelhead trout||{{Tile|α|#00f|#000}}||Temperate ocean and river, arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Hake||{{Tile|α|#fff|#000}}||Temperate and arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Seahorse||{{Tile|α|#080|#000}}||Temperate and tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Glasseye||{{Tile|α|#f00|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|White-spotted puffer||{{Tile|α|#ccc|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Sole||{{Tile|α|#880|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Flounder||{{Tile|α|#880|#000}}||Temperate ocean&lt;br /&gt;
|-&lt;br /&gt;
|Mackerel||{{Tile|α|#ccc|#000}}||Temperate and arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Sea nettle jellyfish||{{Tile|Ω|#880|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Lungfish||{{Tile|α|#880|#000}}||Tropical pool, lake, and river||Amphibious&lt;br /&gt;
|-&lt;br /&gt;
|Clown loach||{{Tile|α|#ff0|#000}}||Tropical freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Brown bullhead||{{Tile|α|#880|#000}}||Temperate freshwater lake&lt;br /&gt;
|-&lt;br /&gt;
|Yellow bullhead||{{Tile|α|#880|#000}}||Temperate freshwater lake&lt;br /&gt;
|-&lt;br /&gt;
|Black bullhead||{{Tile|α|#880|#000}}||Temperate freshwater lake&lt;br /&gt;
|-&lt;br /&gt;
|Banded knifefish||{{Tile|α|#880|#000}}||Tropical freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Flounder||{{Tile|α|#880|#000}}||Tropical freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Char||{{Tile|α|#555|#000}}||Temperate freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow trout||{{Tile|α|#0f0|#000}}||Temperate freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Sailfin molly||{{Tile|α|#080|#000}}||Temperate lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Guppy||{{Tile|α|#00f|#000}}||Tropical lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Perch||{{Tile|α|#fff|#000}}||Temperate freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Cave fish||{{Tile|α|#fff|#000}}||Subterranean water&lt;br /&gt;
|-&lt;br /&gt;
|Cave lobster||{{Tile|¥|#fff|#000}}||Subterranean water||Has shell, cookable live, no bones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of large fish ==&lt;br /&gt;
&lt;br /&gt;
=== Ocean ===&lt;br /&gt;
&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* Various sharks&lt;br /&gt;
** [[Great white shark]]&lt;br /&gt;
** [[Frill shark]]&lt;br /&gt;
** [[Spiny dogfish]]&lt;br /&gt;
** [[Spotted wobbegong]]&lt;br /&gt;
** [[Whale shark]]&lt;br /&gt;
** [[Basking shark]]&lt;br /&gt;
** [[Nurse shark]]&lt;br /&gt;
** [[Shortfin mako shark]]&lt;br /&gt;
** [[Longfin mako shark]]&lt;br /&gt;
** [[Tiger shark]]&lt;br /&gt;
** [[Bull shark]]&lt;br /&gt;
** [[Blacktip reef shark]]&lt;br /&gt;
** [[Whitetip reef shark]]&lt;br /&gt;
** [[Blue shark]]&lt;br /&gt;
** [[Hammerhead shark]]&lt;br /&gt;
** [[Angelshark]]&lt;br /&gt;
** [[Blue shark]]&lt;br /&gt;
* [[Common skate]]&lt;br /&gt;
* [[Manta ray]]&lt;br /&gt;
* [[Stingray]]&lt;br /&gt;
* [[Coelacanth]]&lt;br /&gt;
* [[Sturgeon]]&lt;br /&gt;
* [[Conger eel]]&lt;br /&gt;
* [[Milkfish]]&lt;br /&gt;
* [[Cod]]&lt;br /&gt;
* [[Opah]]&lt;br /&gt;
* [[Giant grouper]]&lt;br /&gt;
* [[Bluefish]]&lt;br /&gt;
* [[Ocean sunfish]]&lt;br /&gt;
* [[Swordfish]]&lt;br /&gt;
* [[Marlin]]&lt;br /&gt;
* [[Halibut]]&lt;br /&gt;
* [[Great barracuda]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
&lt;br /&gt;
=== River and lake ===&lt;br /&gt;
&lt;br /&gt;
* [[Longnose gar]]&lt;br /&gt;
* [[Carp]]&lt;br /&gt;
* [[Tigerfish]]&lt;br /&gt;
* [[Pike]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] for a list containing other aquatic critters&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&amp;diff=13500</id>
		<title>Dwarf Fortress Wiki talk:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&amp;diff=13500"/>
		<updated>2008-10-31T18:43:06Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Pictures */ re: stone pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use this discussion page to talk about any issues or ideas you have about the direction of this wiki. The community portal is a hub for directing our conciousness. Read the rules carefully, take them to heart, post here if you have any questions or you think the rules can be improved.&lt;br /&gt;
&lt;br /&gt;
==Account Problems==&lt;br /&gt;
I can't log in, but it says my username is already in use. --[[User:64.22.68.4|64.22.68.4]] 14:55, 29 October 2007 (EDT) (Peristarkawan)&lt;br /&gt;
:Are you sure? The new wiki cleaned out all the old accounts so you have to reregister. --[[User:Hamelin|Hamelin]] 15:02, 29 October 2007 (EDT)&lt;br /&gt;
::Unfortunately, I was unable to import all the user accounts, please recreate. --[[User:Senso|Senso]] 15:22, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==AdBlock==&lt;br /&gt;
Could you move all the files in the graphics directory with the word &amp;quot;ad&amp;quot; in it? For those using AdBlock or similar add-ons it will block the display of the graphics in those directories. Thanks!!! :) [[User:Schm0|Schm0]] 10:26, 5 November 2007 (EST)&lt;br /&gt;
:It doesn't look possible - re-uploading the file keeps putting it in the 'ad' folder and I cannot edit the link in the DB as it is stored inside a BLOB. I suggest you whitelist this site anyways, it's not like you need to block anything here (and blocking /*ad*/ may cause problems elsewhere too). --[[User:Senso|Senso]] 10:49, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rule discussion == &lt;br /&gt;
&lt;br /&gt;
Z is pretty horrible, but not much point taking it out unless its to replace it with something better. (This whole setup is horrible, but that's irrelevant?) --[[User:Jackard|Jackard]] 21:23, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.&lt;br /&gt;
&lt;br /&gt;
:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I like rule A, it introduces the page, please keep it --[[User:Markavian|Markavian]] 16:32, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== B and E ===&lt;br /&gt;
&lt;br /&gt;
How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, the Alphabet rule does describe them as rules.  But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They will simply be replaced by &amp;quot;real&amp;quot; rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think of them more as &amp;quot;guidelines&amp;quot; ;) [[User:Turgid Bolk|Turgid Bolk]] 20:22, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I put strikes through B and E and wrote more helpful ones (along the same lines) --Me&lt;br /&gt;
:Gravitas was a silly word. What do you think of the new rules? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
:The be bold rule makes it's dramatic return! Victory! [[User:VengefulDonut|VengefulDonut]] 19:39, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Serious Rules ===&lt;br /&gt;
&lt;br /&gt;
Would it be possible for us to come up with some *real* rules that are more ... serious?  --[[User:Geofferic|Geofferic]] 08:59, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:The alphabet rules concept is senseless. Maybe remove the fluff? --[[User:Jackard|Jackard]] 11:09, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hey now, with a couple of exceptions, the rules are serious.  The point of the alphabet framework wasn't random silliness; it was to inspire creativity and make rule-writing fun.  It's hard to come up with good rules out of thin air.  It's easier to think up a topic of concern that starts with a particular letter and then write a rule about it.&lt;br /&gt;
&lt;br /&gt;
::Of course, the rules have been pretty stable for a while now, so rule A hasn't been too useful lately.  There was a brief discussion a while back about dropping rule A under [[DwarfFortressWiki:Community Portal#Rule discussion]], and everybody seemed to want to keep it at the time.  If you want to reopen that discussion, then I'm okay with either keeping it or dropping it (besides which, I haven't been too active around here lately anyway). --[[User:Peristarkawan|Peristarkawan]] 11:54, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I support the Alphabet ruleset, I don't see why it should change. It's clean and clear. --[[User:Senso|Senso]] 16:56, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::It's childish, incomplete, unprofessional and silly.  The rules are not grouped logically and there is no table of contents.  There's not room for clarification or expounding and little opportunity to expand.  It should be scrapped for something that makes sense.  --[[User:Geofferic|Geofferic]] 03:25, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It would be trivial to change it from an unordered list to use section headings, which would allow a table of contents and plenty of room for clarification.  I don't think &amp;quot;little opportunity to expand&amp;quot; is valid; there's no reason we can't have multiple rules for the same letter, or rules that fall outside the alphabet rubric entirely.&lt;br /&gt;
&lt;br /&gt;
:::::If you want to improve the organization, then just go for it.  Let me suggest that you create the new version on a subpage at first, so that others can view two presentations side by side when discussing it. --[[User:Peristarkawan|Peristarkawan]] 12:06, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::While I agree with some of your points, I'd like to say that this is not a &amp;quot;professional&amp;quot; wiki and silliness in general is a good thing. This is a wiki (Internet!) about a game (Haha!) that is pretty silly itself. If you want to create a Whole Complex and Indexed Body of Rules About Everything, go for it and as [[User:Peristarkawan|Peristarkawan]] said, editors should be able to choose between the two. I just don't see the need. --[[User:Senso|Senso]] 14:47, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Ack! The ToC! The ToC with a &amp;quot;1.26&amp;quot;! ===&lt;br /&gt;
&lt;br /&gt;
...why do we need section headers for each of the rules? --[[User:Savok|Savok]] 22:52, 28 May 2008 (EDT)&lt;br /&gt;
:I've fixed the TOC. [[User:Random832|Random832]] 17:17, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== W ===&lt;br /&gt;
&lt;br /&gt;
Word-of-mouth: If you hear someone saying something new about the game, don't post it without trying it out yourself. You might have misunderstood something or your friend might have expressed him/herself wrongly.&amp;lt;br&amp;gt;&lt;br /&gt;
Something like that.--[[User:Karpatius|Karppa]] 10:33, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That goes in the &amp;quot;Rule discussion&amp;quot; section. *ka-move* Also, remember to not put blank lines in a comment by a single user.&amp;lt;/offtopic&amp;gt;&lt;br /&gt;
:I don't like the rule. It discourages participation in the wiki. If they add something of questionable merit, they're supposed to use the verify template, as stated in rule V. --[[User:Savok|Savok]] 11:39, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Will remember that in the future.&lt;br /&gt;
::--[[User:Karpatius|Karppa]] 02:16, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== W 2 ===&lt;br /&gt;
&lt;br /&gt;
There are no rules about humorous content yet. I notice that references to the '''Dwarf pensioners club''' instead of '''(fortress) Guard''' have been taken out of &amp;quot;fact-based&amp;quot; articles so maybe rule W could be:&lt;br /&gt;
&lt;br /&gt;
:'''Wit''' can be hard to recognise once it has been written down. It is best if it is used on clearly humour or story related pages, talk or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]].&lt;br /&gt;
&lt;br /&gt;
This puts it &amp;quot;on the table&amp;quot; that your humour is appreciated in certain places but not in every article you contribute to. I'm not happy with my own wording but I think the intent should be there somewhere.&lt;br /&gt;
&lt;br /&gt;
It could go at '''Zany''' instead because Z will be harder letter to use up!&lt;br /&gt;
(having said all that I personally don't object to &amp;quot;well done&amp;quot; humour even in straight-cut articles like [[Screw pump]] - the issue is my humour is incomprehensible to a lot of people and can just sound rude!)&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 02:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I like it as '''Wit'''. --[[User:Savok|Savok]] 15:09, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::With no against comments I put in in there with a reference to {{tl|D for Dwarf}}.[[User:GarrieIrons|GarrieIrons]] 01:01, 12 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Enforcing consistency in screenshots? ==&lt;br /&gt;
&lt;br /&gt;
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
::::The rule as written already exempts bloodline games.  The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How about this?&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
It's clean, neat and doesn't warp the page. :) The obvious drawback is file size is not monitored. Can't we edit the file upload settings to measure pixels? Nothing over 800x600? [[User:Schm0|Schm0]] 19:16, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Your first fortress]] will do just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT) &amp;lt;!-- changed GS to YFF on 2 June 2008 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;depth of 7&amp;quot; works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; &amp;quot;a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3&amp;quot;. --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Templates? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum references ==&lt;br /&gt;
&lt;br /&gt;
Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC the &amp;lt;ref&amp;gt; system on Wikipedia requires an extension to be installed. --[[User:Rick|Rick]] 17:48, 7 November 2007 (EST)&lt;br /&gt;
::I know this is late but try this:&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 Caption]&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
::which shows as &lt;br /&gt;
::[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 Caption]&lt;br /&gt;
::I would use it like this:&lt;br /&gt;
:::&amp;quot;According to a [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 forum post]...&amp;quot;&lt;br /&gt;
::[[User:GarrieIrons|GarrieIrons]] 02:41, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Links of this form fail - is this forum totally gone/replaced, or can the links somehow be translated to the current forum? [[User:Random832|Random832]] 17:23, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crops categories ==&lt;br /&gt;
&lt;br /&gt;
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
&lt;br /&gt;
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wealth page... ==&lt;br /&gt;
&lt;br /&gt;
I've been looking for tips on building fortress wealth, and haven't really been able to find anything.  Can someone who knows something about it start a [[Wealth]] page?  I know that mining out areas, making things, and artifacts contribute to wealth, but that's all I know.  How much does mining a square contribute? Are there other ways to build wealth? Do mined out areas have to be populated, or can I go mine away a random hill and have it count?  What are the best things to make to increase value? Do items have to be placed, or just made? and so on... --[[User:Bobson|Bobson]] 16:22, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Formatting standards ==&lt;br /&gt;
&lt;br /&gt;
=== Category tags ===&lt;br /&gt;
&lt;br /&gt;
On this wiki, the standard for capitalization in category tags is &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Stub]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. I asked what it should be, and nobody answered for two and a half months, so I feel entitled to decide it. --[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Headers ===&lt;br /&gt;
&lt;br /&gt;
At the current time, the standard for a header is &amp;lt;code&amp;gt;=== Headers ===&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;===Headers===&amp;lt;/code&amp;gt; is slightly easier to type, is typed more often by newbies, and works just as well, but has less white space. Input?&amp;lt;br&amp;gt;--[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I like &amp;lt;code&amp;gt;=== Header ===&amp;lt;/code&amp;gt; better, because it's easier to read, and the extra whitespace helps call your attention to the name of the section, whereas you might glance over it as an &amp;quot;unrecognized token&amp;quot; if you didn't manage to filter out the immediately surrounding markup.  I think the 2 bytes saved on whitespace is negligible and I certainly don't mind correcting them when I find 'em, if necessary.  A similar question (if it's not been asked) would be whether or not to include a newline in between a heading and its text.  I think for big sections of text, an extra line looks nice, but for multiple, smaller, less important sections, it's easier to manage the headings if there's no blank line separating them from the section they head. --[[User:Marble Dice|Marble Dice]] 14:18, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I always put a blank line above and below a header (unless it's the first line in the page), except in rare situations, like the current List of Twenty-Six Rules. --[[User:Savok|Savok]] 16:40, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Talk pages ===&lt;br /&gt;
&lt;br /&gt;
The current standard seems to be to never put a blank line in a comment by a single users, except in highly lengthy comments, and to always put exactly one blank line between comments by different users, because that's what I say in [[Template:Newbie]], but is that correct? --[[User:Savok|Savok]] 16:40, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Italian Wiki ==&lt;br /&gt;
&lt;br /&gt;
Hi!&amp;lt;br&amp;gt;&lt;br /&gt;
I've just ask to Tarn to open an italian guide on this wiki.. so can i do it? --[[User:Marte]]&lt;br /&gt;
&lt;br /&gt;
:No, this wiki is english only. You're free, however, to make an Italian DF wiki... I'm not sure how that works, though, so don't ask me. --[[User:Savok|Savok]] 22:29, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
i need an answer about this.. who can help me?&lt;br /&gt;
&lt;br /&gt;
== Wikprojects ==&lt;br /&gt;
&lt;br /&gt;
Do we have wikiprojects like Wikipedia? I want to start one on making sure answers to the [http://www.bay12games.com/forum/index.php?PHPSESSID=ff2b3eb60775033d8509fa42a227db08&amp;amp;board=7.0 DF gameplay questions] in the forum are in the wiki. [[User:DanielLC|DanielLC]] 15:18, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== footnotes ==&lt;br /&gt;
&lt;br /&gt;
Before Wikipedia had &amp;lt;ref&amp;gt;, there were some templates they used to get about the same effect with a little more awkwardness - I can find them and get it working here if anyone wants. [[User:Random832|Random832]] 13:11, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
How about RL pictures of things like minerals, etc, that people may not be able to easily visualize? [[User:Random832|Random832]] 00:09, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree. Can someone edit [[Template:Stone layer]] to allow pictures of the actual stone? I'd be happy to contribute pictures after that. I suggest using the pictures on [http://commons.wikimedia.org/wiki/Main_Page Wikimedia Commons]. [[User:DanielLC|DanielLC]] 23:39, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::We already link to the relevant Wikipedia article on all the stone and ore pages (at the bottom of that template). No need to bring all the pictures over here when they're just a click away. --[[User:Turgid Bolk|Turgid Bolk]] 14:43, 31 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Parameters&amp;diff=44006</id>
		<title>Parameters</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Parameters&amp;diff=44006"/>
		<updated>2008-08-03T18:05:35Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Redirecting to Advanced world generation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Advanced world generation]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43553</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43553"/>
		<updated>2008-08-03T18:04:41Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Tightened up the intro, linked to advanced world gen, added to category:world&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''World tokens'' are used to store world parameter settings used in creating custom worlds. Parameter settings are stored in ''world_gen.txt'', found in the ''\data\init\'' folder after you've hit F6 in the world generation menu. You can change all of these in-game in the world generation menu by editing advanced parameters, or by editing the file directly. Parameters are also explained at [[Advanced world generation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead. &lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| When it hits the first number value, it begins checking to see if that percent of your megabeasts have been killed, which leads the game to halt. Often this leads to very early world generation halting. It can be stopped entirely by setting the percent value to -1. To make your megabeasts not get killed to easily, try modding the raw creature files to make them stronger, ie. larger size.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|The Mesh Size affects the smoothing brush in the world painter. It also seems to have an affect on the variability of the regions during world gen if you do not use the world painter.&lt;br /&gt;
&lt;br /&gt;
The weighted ranges seem to affect the relative amounts of that parameter when world gen begins. For example, if you set the 0-20 range of rainfall to 5 and the 20-40 of rainfall range to 1, you will get approximately 5 times as many areas with 0-20 rainfall as areas with 20-40 rainfall. These amounts do not have to add up to any particular number; in the above example, you can get the same effect with 500 and 100.&lt;br /&gt;
&lt;br /&gt;
Lastly, the weighted ranges affect what parameters the world begins with; they do not make rejection checks, although they can be responsible for many rejections if you neglect to turn off some of the minimum parameters.&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors. Note: If either of these values are set to 0, they will BOTH generate no good or evil regions. Setting good or evil to 1:1:1 fixes this.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides.  The higher this number, the less jagged the world will be. If you use the maximum number, your mountains will dissolve before your eyes into plains.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&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.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. 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;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&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.  These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5655</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5655"/>
		<updated>2008-08-03T18:04:13Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: linked to advanced world gen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations, and parameters for [[world generation]]. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.173.38a (with the army arc work) has changed world generation again, so that seeds from earlier versions do not create the same worlds.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38a has changed world generation (cave changes) once again.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.176.38b seems to have changed, possibly due to the new [[Advanced world generation|parameter options]].&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Zaludoram, The Future World ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=49 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 4252958254 {{v|0.27.176.38c}} (2 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 65x65 (Small)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.176.38c, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Zaludoram-location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 4x7 fortress location with plenty of every major resource. Location has fairly mild cliffs, and the surroundings are Warm and Untamed Wilds.&amp;lt;br/&amp;gt;&lt;br /&gt;
While sufficient trees are available (a few hundred), you can expand north to make it a 5x7 area with more trees than you should ever need. There is unfortunately no extra obsidian beyond that surrounding the magma.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': just southeast of the middle.&lt;br /&gt;
* '''Magma''': underground magma pool, located on layers 150-147 in the southwest corner.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': A few hundred of them.&lt;br /&gt;
* '''Sand''': Plenty of white sand.&lt;br /&gt;
* '''Iron''': Plenty of magnetite patches along with some hematite and limonite veins.&lt;br /&gt;
* '''Flux''': Plenty of chalk.&lt;br /&gt;
* '''Fuel''': Many veins of bituminous coal and lignite.&lt;br /&gt;
* '''Bauxite''': Many (20+) patches all over the place.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ewèlina, The Enchanted Land ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=106 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2736869902 {{v|0.27.176.38c}}&amp;lt;br/&amp;gt;&lt;br /&gt;
World size: 17x17 (Pocket)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Ew%C3%A8lina_Location_Screen.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 2x3 fortress location with plenty of every major resource, located in a pocket world. It contains numerous lakes and has no cliffs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': Northwest under the rock which extrudes to the surface.&lt;br /&gt;
* '''Magma''': Volcano in the southeast corner.&lt;br /&gt;
* '''Brook''': A small curve of it in the northeast corner.&lt;br /&gt;
* '''Trees''': All over the place. If you desire more you can easily expand westwards to make a 3x3 location.&lt;br /&gt;
* '''Sand''': Heaps of red sand one z-level down.&lt;br /&gt;
* '''Iron''': Numerous limonite veins and a hematite vein not far below the surface and a patch of magnetite southeast of the volcano.&lt;br /&gt;
* '''Flux''': None. You'll have to import it.&lt;br /&gt;
* '''Fuel''': Numerous veins of bituminous coal and lignite.&lt;br /&gt;
* '''Metals''': Some native platinum, a little native aluminium, some native silver, lots of cassiterite, lots of galena, a little bismuthinite, some tetrahedrite (deep), some garnierite (deep)&lt;br /&gt;
* '''Bauxite''': None&lt;br /&gt;
* '''Aquifier''': None&lt;br /&gt;
* '''Chasm''': None&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=5 Download it here]'''&lt;br /&gt;
Seed: 324316224 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=3 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 {{v|0.27.169.33g}} (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=4 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
However modifications to your raw files can affect worldgen so please state what mods you are using if you post a seed with a non default DF.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
Here are seeds generated in older versions. They may not generate the same world if you are using '''v{{current/version}}''':&lt;br /&gt;
*[[Seed archive]] (pre 0.27.173.38a)&lt;br /&gt;
*[[Pregenerated worlds/0.27.173.38a|v0.27.173.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38a|v0.27.176.38a]]&lt;br /&gt;
*[[Pregenerated worlds/0.27.176.38b|v0.27.176.38b]]&lt;br /&gt;
*[[Pregenerated_worlds/0.27.176.38c|v0.27.176.38c]]&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''{{current/version}}'''. If you have a seed with a good starting location, feel free to add it.&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following code includes all seeds from a subpage.&lt;br /&gt;
If you want to add or modify a seed, follow the 'click here to add a seed' link,&lt;br /&gt;
and you will be taken to the relevant page.&lt;br /&gt;
Only change this code if you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
{{#ifexist: Pregenerated worlds/{{current/version}}|{{:Pregenerated worlds/{{current/version}}}}&lt;br /&gt;
|&amp;lt;nowiki /&amp;gt;&lt;br /&gt;
 No seeds are currently posted for version '''{{current/version}}'''.}}&lt;br /&gt;
&amp;lt;!--  END CODE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
&lt;br /&gt;
== World Generation Parameter Sets ==&lt;br /&gt;
&lt;br /&gt;
With the release of 0.28.181.39a, ''Design New World With Paramaters'' gained a slew of new features, detailed at [[Advanced world generation]]. Almost any parameter that would be associated with a world can now be given start values, end values, limits, and more. Players can create their own parameter sets to generate worlds with specific features. Sets can also set specific seeds to generate a specific world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets. [[World tokens]] are the individual parameter representations.&lt;br /&gt;
&lt;br /&gt;
One place to find parameter sets for world generation is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43398</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43398"/>
		<updated>2008-08-03T18:04:02Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: slight intro rework, imported info from pregen worlds and world tokens page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[World generation]] allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations or move to a larger map size.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43415</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43415"/>
		<updated>2008-08-03T17:38:57Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Talk:Advanced World Generation moved to Talk:Advanced world generation: rule N - capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_World_Generation&amp;diff=44004</id>
		<title>40d:Advanced World Generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_World_Generation&amp;diff=44004"/>
		<updated>2008-08-03T17:38:56Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Advanced World Generation moved to Advanced world generation: rule N - capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Advanced world generation]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43397</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43397"/>
		<updated>2008-08-03T17:38:56Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Advanced World Generation moved to Advanced world generation: rule N - capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers advanced options for customizing [[world generation]]. Please add as you experiment, but do so responsibly. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations or move to a larger map size.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43396</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43396"/>
		<updated>2008-08-03T17:36:07Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: reworked intro, linked to forum post with more info, added to categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers advanced options for customizing [[world generation]]. Please add as you experiment, but do so responsibly. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations or move to a larger map size.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5995</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5995"/>
		<updated>2008-08-03T17:18:57Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: linked to Advanced World Generation, moved cat tag to bottom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For information on advanced parameters, see [[Advanced World Generation]].''&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World creation options ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldgen_advanced.png | none | frame | 500px | Opening world generation screen.]]&lt;br /&gt;
&lt;br /&gt;
Once you choose &amp;quot;Design New World With Parameters&amp;quot; you will be brought to the parameters screen. (Choosing &amp;quot;Create New World Now! instantly creates a new world with default settings). Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''Dimensions''' - The size of your world&lt;br /&gt;
* '''Random Name''' - The name of your world. In this example, the world's name will be generated randomly.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter selection|select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, a pseudo-random number generator uses a specially selected mathematical sequence to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation at the same point in the sequence, which theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed.  You can enter a name or choose to have one randomly generated.&lt;br /&gt;
&lt;br /&gt;
* To change the name of your world press the {{k|n}} key, and type in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;STANDARD&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}. To copy the current set of parameters, press {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|c}}&amp;lt;/center&amp;gt; || Copy parameter set || Creates a copy of the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Load world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|e}}&amp;lt;/center&amp;gt; || Enter advanced parameters || Lets you edit advanced options for generating the world&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|Enter}}. You may be prompted to save your parameters if you have changed them from the default. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable. Generating a world with advanced parameters that are very far from the default can cause many worlds to be generated and rejected for not meeting the requirements.&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldgen advanced progress.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldgen_advanced_finished.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.&lt;br /&gt;
&lt;br /&gt;
[[Image: | none | frame | 400px | Example exported map image.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|Enter}} or {{k|Space}} to return to the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch processing ===&lt;br /&gt;
&lt;br /&gt;
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM STANDARD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you are typing this into a command prompt rather than making a batch file use %i rather %%i&lt;br /&gt;
&lt;br /&gt;
=== How World Generation Works ===&lt;br /&gt;
&lt;br /&gt;
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:&lt;br /&gt;
&lt;br /&gt;
[Note: Information on this list is largely taken from the [[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview]] of [[Toady]] at Gamasutra]&lt;br /&gt;
# '''Preparing Elevation/Setting Temerature:''' Fractal maps are generated, laying out basic information about the world:&lt;br /&gt;
#* Four main maps, used to generate biomes:&lt;br /&gt;
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land.&lt;br /&gt;
#** Temperature: The temperature map is biased according to latitude and elevation.&lt;br /&gt;
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].&lt;br /&gt;
#** Drainage: This tells how quickly water drains from an area.&lt;br /&gt;
#* Four others:&lt;br /&gt;
#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as civilizations log away at forests.&lt;br /&gt;
#** Salinity: Differentiates saltwater/freshwater marshes and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.&lt;br /&gt;
#** Savagery: How dangerous wildlife is in an area.&lt;br /&gt;
#** Good/Evil: This affects the type of wildlife in an area.&lt;br /&gt;
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is &amp;gt;=66/100 and drainage is less than 50, then an area is a swamp).&lt;br /&gt;
# '''Running Rivers:''' Now erosion and the creation of rivers are simulated. &lt;br /&gt;
#* To quote [[Toady]]:  &amp;quot;It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this.&amp;quot;&lt;br /&gt;
# '''Forming Lakes:''' Lakes are created and rivers are finalized.&lt;br /&gt;
#* River loops created by the previous step are fixed.&lt;br /&gt;
#* Flow amounts are calculated to determine which rivers are tributaries.&lt;br /&gt;
#* Rivers are also named during this step.&lt;br /&gt;
# '''Forming Regions:''' Now the generator looks at the major [[biome]] that occupies each square, and forms [[regions]], or connected areas on the map that contain the same major biome type. Each region gets its own name via the [[Random Name Generator]].&lt;br /&gt;
# '''Growing Vegetation:''' Vegetation populations are calculated for each area.&lt;br /&gt;
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency.&lt;br /&gt;
# '''Recounting Legends:''' The history of the world is simulated up to year 1050.&lt;br /&gt;
#* Age of Myth: years 1-499&lt;br /&gt;
#* Age of Legends: years 500-1049&lt;br /&gt;
#* Golden Age: year 1050 and onward&lt;br /&gt;
# '''Finalization:''' World generation variables are reviewed and finalized.&lt;br /&gt;
# '''Upon Exit:''' All world information is exported to a &amp;quot;region&amp;quot; folder in 'data/save/'&lt;br /&gt;
&lt;br /&gt;
====Rejects====&lt;br /&gt;
&lt;br /&gt;
Rejects can occur at any step up to terrain verification. They are the result of certain world variables going outside of ideal conditions, and result in the currently generating world being &amp;quot;tossed out&amp;quot; and another rolled up. &lt;br /&gt;
&lt;br /&gt;
The number of potential rejects is arbitrary, so if you are using a slow computer, or simply don't want to wait through world generation, you can download one of the [[Pregenerated Worlds]]. However, some find watching their world unfold to be a worthwhile experience. Also note that as Dwarf Fortress rises in versions, world generation will most likely become more interesting, particularly once overland armies are implemented.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Melon&amp;diff=43696</id>
		<title>User talk:Melon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Melon&amp;diff=43696"/>
		<updated>2008-07-23T01:14:51Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Welcome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Welcome}}&lt;br /&gt;
&lt;br /&gt;
Thanks for reporting that bug, but the best place to report it is the game's [http://www.bay12games.com/forum/index.php?board=6.0 bug report forum.] It sounds like the piece of furniture is in place, but covered by a stone or something, so it blinks to show the furniture, then the stone. Press {{key|k}} to have a look at the tile and see everything that's there. If that doesn't clear it up, go ahead and post in the bug or gameplay questions forums here: http://www.bay12games.com/forum/&lt;br /&gt;
&lt;br /&gt;
By the way, when editing a talk page please sign your edit by typing &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; which leaves your name and the time, so we know who's talking. No need to do this on regular pages, though. Don't be afraid to edit and improve things! Glad to have you at the wiki. --[[User:Turgid Bolk|Turgid Bolk]] 21:14, 22 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35143</id>
		<title>40d:Batman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35143"/>
		<updated>2008-07-20T09:28:40Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: added cat:Humanoids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Batman|symbol=b|color={{COLOR:0:0:1}}|butcher=no|bones=4|fat=N/A|skin=N/A|skulls=1|chunks=N/A|meat=N/A|biome=* Subterrenean [[chasm]]}}&lt;br /&gt;
&lt;br /&gt;
Half [[man]], half bat.  These weak [[creatures]] are commonly found around [[chasm]] areas. As a properly-armed dwarf can easily take them down with sufficient armour/weapons, they provide good military training.&lt;br /&gt;
&lt;br /&gt;
They can fly and are sometimes armed with [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
Given enough preparation time, they can defeat any foe.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BATMAN]&lt;br /&gt;
	[NAME:batman:batmen:batman]&lt;br /&gt;
	[TILE:'b'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[PATTERNFLIER][FLIER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[BODY:HUMANOID_FLIER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:4]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Antman&amp;diff=39020</id>
		<title>40d:Antman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Antman&amp;diff=39020"/>
		<updated>2008-07-20T09:28:06Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: added cat:Humanoids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Antman|symbol=a|color={{COLOR:0:0:1}}|bones=4|fat=1|skin=Yes|skulls=1|chunks=4|meat=4|biome= * Chasm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ANTMAN]&lt;br /&gt;
 	[NAME:antman:antmen:antman]&lt;br /&gt;
 	[TILE:'a'][COLOR:0:0:1]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[GENPOWER:4]&lt;br /&gt;
 	[BLOODTYPE:W]&lt;br /&gt;
 	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
 	[LARGE_PREDATOR]&lt;br /&gt;
 	[PREFSTRING:mystery]&lt;br /&gt;
 	[BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
 	[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
 	[SIZE:4]&lt;br /&gt;
 	[MAXAGE:3:4]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
 	[NO_SLEEP]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[FEMALE]&lt;br /&gt;
 	[HOMEOTHERM:10040]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=907</id>
		<title>Template:V0.31 creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=907"/>
		<updated>2008-07-20T09:25:37Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: added Antman to humanoids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Creatures]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Animals|Animals]]&lt;br /&gt;
| [[Black bear]] • [[Bonobo]] • [[Camel]] • [[Carp]] • [[Cat]] • [[Cougar]] • [[Cow]] • [[Deer]] • [[Dog]] • [[Donkey]] • [[Elephant]] • [[Elk]] • [[Fox]] • [[Giant bat]] • [[Giant cave spider]] • [[Giant cave swallow]] • [[Giant eagle]] • [[Grizzly bear]] • [[Groundhog]] • [[Hoary marmot]] • [[Horse]] • [[Mole dog]] • [[Mountain goat]] • [[Mule]] • [[Muskox]] • [[Pike]] • [[Raccoon]] • [[Rhesus macaque]] • [[Unicorn]] • [[Whale]] • [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Humanoids|Humanoids]]&lt;br /&gt;
| [[Antman]] • [[Batman]] • [[Cyclops]] • [[Dark gnome]] • [[Ettin]] • [[Fire imp]] • [[Fire man]] • [[Frogman]] • [[Giant]] • [[Iron man]] • [[Leechman]] • [[Magma man]] • [[Minotaur]] • [[Mountain gnome]] • [[Mud man]] • [[Ratman]] • [[Slugman]] • [[Snailman]] • [[Snakeman]] • [[Troglodyte]] • [[Troll]] • [[Werewolf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Megabeasts|Megabeasts]]&lt;br /&gt;
| [[Bronze colossus]] • [[Dragon]] • [[Hydra]] • [[Titan]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Races|Races]]&lt;br /&gt;
| [[Dwarves]] • [[Elves]] • [[Humans]] • [[Goblins]] • [[Kobolds]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17963</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17963"/>
		<updated>2008-07-20T05:05:41Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: removed the obsolete [BUTCHERABLE_NONSTANDARD] from the game data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|&lt;br /&gt;
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their retreats, usually in [[forest]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[tree]]s in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
They are often found eating the corpses of their victims.&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: [[armor]] and clothes too large to wear, inferior wooden [[weapons]], inferior [[alcohol|booze]], inferior redroot [[dye]], [[bow]]s and [[arrow]]s. They are very picky about what they will accept in return: Elven traders do not like to be offered any dead animal or tree byproducts.&lt;br /&gt;
&lt;br /&gt;
Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.  [[Vomit]] may also have this effect{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and [[shield]]s if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one [[size]] larger than [[dwarves]], which makes them hit harder and absorb more damage, but they also have a slight natural armor penalty. Their main redeeming trait is their speed, which is noticeably higher than the other playable races.&lt;br /&gt;
&lt;br /&gt;
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELF]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[TILE:'E'][COLOR:3:0:0]&lt;br /&gt;
	[SPEED:700][GRASSTRAMPLE:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[NARROW]&lt;br /&gt;
	[DAMBLOCK:-1]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:60:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:45:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11048</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11048"/>
		<updated>2008-05-24T17:46:23Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Buying skills and items */ Added a little section on how to get things that aren't available from your civ at the start. Inspired by a new player that had neither axes nor anvils available.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. The engine will then start to create a random world for you. You might notice that worlds are rejected before the engine continues with rivers and lakes. The rejections are normal engine behaviour, since it rejects the random generated world if it doesn't meet certain criteria.&lt;br /&gt;
&lt;br /&gt;
Generating a random world with the standard template may take a long time on most machines. If you want to jump right into playing, you should probably choose Design New World with Parameters instead of Create New World Now! and pick a small or pocket-sized world instead of a standard-sized world.&lt;br /&gt;
&lt;br /&gt;
(Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. The region map is immense, at the default size, so there is also a world map that shows you where you are in the world.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
&lt;br /&gt;
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys.&lt;br /&gt;
# Nearby [[civilization]]s that are capable of interacting with you. (Other settlements are shown with various symbols on the regional map.) You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan; you'll also want to trade with  [[human]]s and [[elves]] if possible. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress in their area.&lt;br /&gt;
# Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to certain [[meat]], whereas another might not. Ignore this for now.&lt;br /&gt;
# Relative [[elevation]] and &lt;br /&gt;
# [[Slope]] steepness. These final two modes let you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* Running water = permanent source of water. Lakes and pools have a finite amount of water and may dry out.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
The following are things you'll probably want to ensure you have access to for a mature fortress:&lt;br /&gt;
&lt;br /&gt;
*A [[Sedimentary layer]] - lets face it, a dwarven fortress without iron is going to have it pretty rough if it intends to make a military.  And while hematite can occur in some igneous layers, magnetite and limonite only occur in sedimentary, and magnetite occurs in much greater quantities than the other two.  Further, you will have no access to coal without sedimentary rocks, and if you chose a site without magma you will need coal to have a smoothly running metal industry - burning trees for fuel is less efficient and while manageable if you have lots of wood, it is more burdensome.&lt;br /&gt;
*[[Flux]] - marble, dolomite, limestone, and chalk are all layer forming stones and will show up on the embark screen as a stone layer. The last 3 are also sedimentary - nifty! Calcite, the only other flux stone, only appears within other flux stones.  If you don't see one of these layers, you won't have flux, and your ability to produce steel will be extremely limited.&lt;br /&gt;
*[[Sand]] - you'll need it to make glass.  You cannot trade for sand, nor can you trade for raw glass.  Sand also means you have soil, which removes the need for irrigation to start farming.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough starting points to spend on skilled dwarves. You need to press the {{k|-}} key on the numpad to sell items. Likewise you use the {{k|+}} key on the numpad to buy more of an item. {{k|+}} and {{k|-}} on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Competent [[Gem setter]]. This dwarf will tend to be chosen as leader (who is also a counselor of sorts) and will also be your trader, manager and bookkeeper. Whenever he has time, he will also work as miner, and later on he will decorate your goods with gems.&amp;lt;!-- Organizer and Record Keeper cause the nobles to be set up correctly at the beginning, with this guy being all of them. This is a newbie guide - the less information they have to process, the better. | Only, its not true. It is sometimes (1 out of 3) botched by his social abilities or who knows even just random. --&amp;gt;&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]. If you know how underground farming works, you might want to combine a Proficient [[Grower]] with a [[Craftsdwarf|stonecrafter]], [[bone carver]], [[glassmaker]] or [[clothier]] instead to produce items of value for trade. A herbalist is useful for acquiring above ground seeds mostly and food output from farming is more than generous.&lt;br /&gt;
* Proficient [[Building designer]]/Proficient [[Mechanic]]&lt;br /&gt;
* Proficient [[Weaponsmith]]/Proficient [[Armorsmith]]. If you ever plan to equip dwarves with weapons and armor, you'll need a dwarf skilled at these.&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]. A skilled cook makes high quality food. High quality food keeps your dwarves happy, which makes the game a lot easier.&lt;br /&gt;
&lt;br /&gt;
The total cost of the skills above is 480☼, but it is worth the cost: Once you start the fortress, skills will be much more difficult to get than valuable goods.&lt;br /&gt;
&lt;br /&gt;
Here's a suggestion of what skills to take. For food safety one may prefer a [[fisherdwarf]]/[[fish cleaner]] to the [[weaponsmith]]/[[armorsmith]], but it's hardly necessary. You can also chose a lesser degree of skill for the building designer, as this skill only improves work speed and isn't as necessary in the long run.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
You have 1580☼ to spend on items to take along. If some of these things aren't available, skip over them for now and get the rest. We'll take care of them later.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possible metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
*** If you bring Turtle or any other fish, you will get bones and shells when they are consumed, though you won't if you cook them.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
*** If you bring all the types available it will help keep the dwarfs happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.&lt;br /&gt;
* You need [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]. Plump helmets will likely be your main crop, as they are easy to grow, and, if you brew them then cook the wine, they give as much food as anything else. However, many players consider this cheating. Real dwarves don't eat biscuits made only out of wine.&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}&lt;br /&gt;
** [[Cat]]s have advantages and disadvantages that the player must weigh carefully. They cost 11☼ each.&lt;br /&gt;
***Cats are by far the most effective way of killing [[vermin]], preventing unhappy [[thought]]s. However, they will leave vermin corpses lying around your fortress which can produce clouds of [[miasma]]. This can be controlled if the user simply sets up the [[refuse]] [[stockpile]] in a room with a [[door]].&lt;br /&gt;
***Cats cannot be assigned owners. They will choose an owner randomly. A cat with an owner cannot be killed without the owner throwing a [[tantrum]]. This is especially troublesome as the cat population escalates.&lt;br /&gt;
***Cats breed quickly with several offspring.  One solution is to kill all female cats before they select an owner.  This is not as easy as it sounds for a novice player, and it may also necessitate killing immigrants that arrive with a female cat to prevent a tantrum. A perhaps more productive solution is to take advantage of their multiplication, putting kittens into a [[cage]] quickly after birth and [[butchering]] them as needed to feed the dwarves.&lt;br /&gt;
* If you have followed the above exactly, you'll have 763☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 63☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select 2 horses or camels to breed.&lt;br /&gt;
&lt;br /&gt;
While you need an anvil for metalsmithing, you don't have to take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If they don't have one, you can request it for next year, or wait for the humans to arrive and buy or order one from them.&lt;br /&gt;
&lt;br /&gt;
==== What if something's not on the list? ====&lt;br /&gt;
&lt;br /&gt;
Since some civilizations don't have certain materials or items, some things may not be available. If so, any food and drink will do. You can survive with only plump helmets and what you gather, so it's not critical to get certain kinds of seeds. Just grab a few of whatever's available in case you want to use them. In the case of picks, any material will do, just get the cheapest available. If picks or axes are missing completely, you can simply make them from raw materials when you arrive.&lt;br /&gt;
&lt;br /&gt;
In order to do this, you'll need a bar of metal (preferably copper or iron), and a block of any material. You'll also need an [[iron]] [[anvil]], which costs 1000☼ to take. You can use these along with the starting wood to make a [[wood furnace]], turn your wood into coal, then deconstruct the wood furnace and make a [[forge]]. Make a pick at the forge, and use it to mine some ore. Deconstruct the forge to make a [[smelter]] and smelt the ore into a bar. Then build the forge once more and make your axe, which you can use to get more wood. Of course, you can simplify the process by just taking a second bar of metal with you.&lt;br /&gt;
&lt;br /&gt;
If not even an anvil is available, you'll have to wait for the human [[caravan]] to bring one. If they don't have it the first time they come, be sure to request anvils so they'll bring one next year.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like &amp;quot;The Bloody Anus of Angels.&amp;quot; And we hope you don't want that.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press {{k|Enter}} to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;del&amp;gt;Dwarves&amp;lt;/del&amp;gt; Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that you can only dig [[upward stairway]]s and [[up/down stairway]]s in squares that have not already been dug out, since you are carving the stairs out of the earth that's there.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors, by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and delay the [[Wear|rotting]] of food. Don't create a [[stone stockpile]] yet, as this will cause your dwarves to get bogged down with hauling. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* Move all stockpiles inside as soon as possible for most things will eventually [[rot]] outside but never inside. Make sure your refuse stockpile is then separated by a door or even an airlock-like double door (--&amp;gt;[[Miasma]]).&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* In order to get the worshops actually built, the Mason must do his job. If he's also miner (as proposed above), it's necessary to switch off &amp;quot;Mining&amp;quot; for him, else he won't build something and instead continue mining.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
** The answer to the question, &amp;quot;is fishing high priority,&amp;quot; (which was asked here) depends on what kind of priority you mean. If you mean &amp;quot;do dwarves fish instead of other tasks,&amp;quot; yes, fishing is very high priority.&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.&lt;br /&gt;
&lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing {{k|Enter}}, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, on the floor if there aren't enough beds. You may prefer to make a separate room for it, though this is not necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&lt;br /&gt;
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (You ''can'' retrieve some surface-grown plants using the [[gather plants]] designation liberally.) &lt;br /&gt;
&lt;br /&gt;
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. This is recommended for beginning players if possible. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
&lt;br /&gt;
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan will drop by on the first year. You need to have an accessible [[Trade depot]] to trade; meanwhile your outpost leader will meet with the [[liaison]] and discuss what to bring for the next year. The meeting can take place anywhere on the map, but the office seem to be preferred. Traders with horses or camels and the like can reach pretty much any place that hasn't been locked or isn't up or down stairs. Dwarven and human wagons are a little more tricky sometimes, they need a 3 tile path. Once a trade depot is built, you can press {{k|D}} (shift-d) to check wagon access. The green &amp;quot;W&amp;quot; squares show where a wagon can go; if the screen says &amp;quot;Depot accessible&amp;quot;, then wagons will be able to reach your depot.&lt;br /&gt;
&lt;br /&gt;
You may be a bit light on things to trade. If you have any leftover [[mechanism]]s, send 'em in; they're worth a good penny, especially if they're of better quality. You can also build a [[Craftsdwarf's workshop]] and make stone crafts for trading if you brought a skilled stonecrafter with you. If you have any high quality cooked meals and feel that you are well stocked on food you may consider selling that, but don't underestimate the first wave of [[immigrant]]s.&lt;br /&gt;
&lt;br /&gt;
If you have managed to kill any invaders, many of them wear silk clothes that don't fit Dwarves. These can be worth hauling long distances - one pair of silk socks or a shirt may practically pay for an anvil.&lt;br /&gt;
&lt;br /&gt;
In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. &lt;br /&gt;
&lt;br /&gt;
What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, cheap raw materials you can process. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now. They're not worth it. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering steel and/or steel ingredients now.&lt;br /&gt;
&lt;br /&gt;
Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground [[well]] that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for [[fishing]] and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
* Plant some [[pigtail]]s to make [[cloth]]. You'll need a [[farmer's workshop]], a [[loom]], and a [[clothier's shop]]. &lt;br /&gt;
* Draft a couple dwarves, and start a fortress [[military]]. &lt;br /&gt;
* Hunt for iron, gold, and gems with some [[exploratory mining]]. &lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Senso&amp;diff=783</id>
		<title>User talk:Senso</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Senso&amp;diff=783"/>
		<updated>2008-03-19T02:56:21Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Wikipedia links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to go by the name Admin on the previous wiki.&lt;br /&gt;
&lt;br /&gt;
Contact Info&lt;br /&gt;
&lt;br /&gt;
- sensoz@gmail.com&lt;br /&gt;
&lt;br /&gt;
- PM me on SA: Senso&lt;br /&gt;
&lt;br /&gt;
== A request ==&lt;br /&gt;
&lt;br /&gt;
Hullo! I've got a request that's fairly minor, though it's something only doable by an admin - copying the 'collapsible tables' code from Wikipedia's [http://en.wikipedia.org/wiki/MediaWiki:Common.js MediaWiki:Common.js] to [[MediaWiki:Common.js]] (or might have to be [[MediaWiki:Monobook.js]], I'm not sure if the configuration on this particular install is different). This would mainly be for the benefit of things like [[Template:Creatures]], to keep them as useful (go directly to related pages without loading a category page in-between) but without taking so much space on the screen. --[[User:Sukael|Sukael]] 15:50, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Done. --[[User:Senso|Senso]] 16:20, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks! As you can see at [[Template:Creatures]], it looks to be working perfectly. --[[User:Sukael|Sukael]] 21:12, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That's pretty fucking sweet. I didn't even know you could do that with MediaWiki. :)&lt;br /&gt;
&lt;br /&gt;
== Wikipedia links ==&lt;br /&gt;
&lt;br /&gt;
I've just noticed that when I'm not logged in, a link to a random Wikipedia help topic appears on every page in small font in the upper right.  Is there any way to disable it?  Most of the topics I've seen so far are pretty specific to Wikipedia and don't really belong here. --[[User:Peristarkawan|Peristarkawan]] 15:28, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, it's annoying - I'll look into it. It seems to be well hidden into an obscure CSS file. --[[User:Senso|Senso]] 16:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know what's causing it, but putting this in [[MediaWiki:Monobook.css]] should hide it:&lt;br /&gt;
 div#anontip{&lt;br /&gt;
     display:none;&lt;br /&gt;
 }&lt;br /&gt;
:--[[User:Valdemar|Valdemar]] 21:13, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, this seems to have fixed it. If you still see the links, do a full refresh. --[[User:Senso|Senso]] 10:28, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The wiki looks weird to me now. The page is rendered under the left toolbar, making it impossible to read and click links on that side. [http://i210.photobucket.com/albums/bb192/TurgidBolk/dfwikimessed.png screenshot]. It's with skins besides Monobook, and it looks fine in IE (but not in Opera). Is there some way I can fix it? If not, I could just live with another skin I suppose. --[[User:Turgid Bolk|Turgid Bolk]] 22:56, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Old Bloodline article in main namespace ==&lt;br /&gt;
&lt;br /&gt;
There is probably an article named [[Bloodline:Outpost Ducimemal]] in the main namespace that redirects to Outpost Ducimemal, which in turn redirects to the Bloodline namespaced Outpost Ducimemal.  This is causing some confusion on the double redirects page.  Is there any way to fix this?  I can't seem to get at the mainspaced article to fix the redirect (though it would probably best be just to delete it).  --[[User:Shagie|Shagie]] 20:20, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks, I've deleted  [[Outpost Ducimemal]], which was a redirect to [[Bloodline:Outpost Ducimemal]] since I added the namespace. I don't think  [[Bloodline:Outpost Ducimemal]] redirects to anything. --[[User:Senso|Senso]] 22:27, 6 November 2007 (EST)&lt;br /&gt;
:: It now shows up in [[Special:BrokenRedirects]].  This page exists from prior to the bloodline namespace being created and thus was in the main namespace but is now effectively masked by the bloodline namespace article.  --[[User:Shagie|Shagie]] 13:32, 7 November 2007 (EST)&lt;br /&gt;
:::The MediaWiki manual has some instructions on [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces#Dealing_with_existing_pages dealing with this]. --[[User:Peristarkawan|Peristarkawan]] 15:11, 7 November 2007 (EST)&lt;br /&gt;
::::Even easier: I've manually deleted the redirects in MySQL. --[[User:Senso|Senso]] 15:35, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Database wiredness ==&lt;br /&gt;
&lt;br /&gt;
Since you've fixed this before...&lt;br /&gt;
&lt;br /&gt;
[[Special:Special pages]] -&amp;gt; [[Special:Lonelypages|Orphaned Pages]] -&amp;gt; How do I stop my retarded miners falling in channels as they dig them?&lt;br /&gt;
&lt;br /&gt;
This gets redirected to ''How do I stop miners from falling in channels as they dig them?'' - however, it is not the same one you go to if you hit that page directly or through the FAQ. --[[User:Shagie|Shagie]] 18:52, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm looking into this. It seems that putting the '?' character in the title tends to break things.&lt;br /&gt;
&lt;br /&gt;
== Vandal ==&lt;br /&gt;
&lt;br /&gt;
We have a user blanking the main page and replacing it with racist slurs. [[Special:Contributions/spanky]]. [[User:VengefulDonut|VengefulDonut]] 11:25, 9 March 2008 (EDT) &lt;br /&gt;
&lt;br /&gt;
Hi. [[User:Billdauterive]] ([[Special:Contributions/Billdauterive|contribs]]) keeps reverting the [[Goblin]] article to call them &amp;quot;pedophiles&amp;quot;. Could you block his account or ban him, at least temporarily? After five edits it's just annoying. --[[User:Turgid Bolk|Turgid Bolk]] 14:35, 12 December 2007 (EST)&lt;br /&gt;
:I have reported it on [[SpamReport]] also, mirroring the old page on the old Wiki. If something like this happen again, should I come here to report it instead? --[[User:Eagle of Fire|Eagle of Fire]] 15:24, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm watching both pages but I'd say [[SpamReport]] is better. I've warned the guy, I'll block him if he does it again. --[[User:Senso|Senso]] 15:32, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to make sure that you were aware of it, please take knowledge of this matter posted on the main DF forum: [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001513]]. --[[User:Eagle of Fire|Eagle of Fire]] 21:17, 1 January 2008 (EST)&lt;br /&gt;
:Seems to have been taken care of... --[[User:N9103|Edward]] 12:23, 25 February 2008 (EST)&lt;br /&gt;
::Yes, the day after this was posted. :) --[[User:Senso|Senso]] 11:50, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== SVG ==&lt;br /&gt;
&lt;br /&gt;
I can't upload SVG images. Is this deliberate, or an oversight? --[[User:Savok|Savok]] 11:44, 5 February 2008 (EST)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#eee&amp;gt;&amp;lt;small&amp;gt;I don't actually have any SVG images to upload, but I expect that some diagrams will be SVG if possible.&amp;lt;/small&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I'll look into this but I think it's disabled by default. I'd need to install a plugin to have full SVG support. --[[User:Senso|Senso]] 11:22, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wiki logo in upper-left corner ==&lt;br /&gt;
&lt;br /&gt;
I just noticed that it is a resize, and shows, so I put together another version tile-by-tile with the tiles 5x8 (which isn't quite the 8x12 ratio; it is compressed horizontally by 6.25%). --[[User:Savok|Savok]] 15:05, 5 February 2008 (EST)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WikiLogo_4fa619.png]]&lt;br /&gt;
&lt;br /&gt;
:Thanks, I've replaced the old logo. --[[User:Senso|Senso]] 11:20, 7 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloated_Tuber&amp;diff=37448</id>
		<title>Bloated Tuber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloated_Tuber&amp;diff=37448"/>
		<updated>2008-02-16T06:42:09Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Redirecting to Bloated tuber&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bloated tuber]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23333</id>
		<title>40d:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23333"/>
		<updated>2008-02-12T17:36:07Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Stone Status Screen */ fixing link appearance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pressing {{key|z}} during [[Dwarf Fortress Mode]] brings up the status screen.&lt;br /&gt;
&lt;br /&gt;
This screen contains a large amount of useful information about your fortress and its residents.&lt;br /&gt;
&lt;br /&gt;
=== Title Bar ===&lt;br /&gt;
The very top row of the screen shows the settlement name and class, followed by the year and season.&lt;br /&gt;
=== Menu Bar ===&lt;br /&gt;
Along the top of the status screen, are various choices for sub-menus.  Each can be highlighted with {{key|4}} and {{key|6}}, and then selected with {{key|Enter}}.  The menu bar consists of the following options:&lt;br /&gt;
&lt;br /&gt;
* [[Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves.&lt;br /&gt;
* [[Kitchen]] - The Kitchen Status screen allows you to set cooking and brewing permissions for any ingredients currently in your fortress.&lt;br /&gt;
* [[Stone]] - The Stone Status screen allows you alter permissions on various types of stones that may be reserved for specific uses by default.&lt;br /&gt;
* [[Stocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess.&lt;br /&gt;
* [[Prices]] - The Prices Status screen becomes available once you have an economy.  It allows you to examine the fortress's item prices.&lt;br /&gt;
* [[Currency]] - The Currency Status screen becomes available once you have an economy.  It allows you to examine how much of each coin type you have (and recommendations from your broker on how many you ''should'' have).&lt;br /&gt;
* [[Justice]] - The Justice Status screen becomes available once you have a Sheriff.  It allows you to examine any dwarves currently incarcerated, as well as their crime and sentence.&lt;br /&gt;
&lt;br /&gt;
=== Main Status Screen ===&lt;br /&gt;
This is the screen that appears by default when you press {{key|z}}.&lt;br /&gt;
&lt;br /&gt;
It lists a bunch of useful information, and grows more useful as your dwarves gain skills.  &lt;br /&gt;
* The upper left hand corner lists the amount of wealth created by your fortress.  This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported.  Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[immigrants]], get be[[siege]]d, or get better trade goods from [[caravan]]s.  Note that this figure will only show if you have a [[broker]] with [[appraisal]].&lt;br /&gt;
* Below that, the status screen lists trade information.  This requires a broker with the appraisal skill.&lt;br /&gt;
** Imports represent the total value of foreign made goods in your fortress.  Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth.  However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total.  Goods that are stolen (by [[rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map.&lt;br /&gt;
** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.&lt;br /&gt;
** A hypothetical example:&lt;br /&gt;
*** You buy (rope reed cloth) worth 50.  This increases imports by 50.  You then make this into a rope reed bag worth 100.  This reduces imports by 50 (since it is no longer considered by the game to be foreign made).  Fortress wealth increases by 100.  You then export this bag.  Fortress wealth decreases by 100, and exports increase by 100.&lt;br /&gt;
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a [[Bookkeeper]] with the [[Record_keeper]] skill.  Depending on how skilled he is, and how accurate you want the counts, you will get better numbers.  Note that the Bookkeeper will need an [[Office]] to take inventory, and it will take some time for him to count.&lt;br /&gt;
** TODO:  Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc.&lt;br /&gt;
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows.  &lt;br /&gt;
** An important note is that the right hand side, displaying military Dwarves, only includes dwarves that are currently active in the military.  When deactivated, these Dwarves are displayed in the left column, under their civilian job.&lt;br /&gt;
&lt;br /&gt;
=== Animal Status Screen ===&lt;br /&gt;
This screen shows a list of all animals that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.&lt;br /&gt;
&lt;br /&gt;
The animals are listed down the left hand column of the screen.  Some useful information about this list:&lt;br /&gt;
* The word &amp;quot;stray&amp;quot; indicates that the animal is not any Dwarf's pet.&lt;br /&gt;
* Named animals are often a result of being named before joining your fortress, and usually means they were owned by an immigrant who game in.&lt;br /&gt;
&lt;br /&gt;
The right hand column (owner) lists the current status of each individual animal in your fortress.  This status can take one of several forms:&lt;br /&gt;
* Available - This animal is available for adoption as a pet, or assignment (in the case of working dogs).&lt;br /&gt;
* Unavailble - This animal currently cannot be claimed as a pet.&lt;br /&gt;
* Uninterested - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.&lt;br /&gt;
* A Dwarf's Name - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|Enter}} -  Toggles its availability.  This can only be done on &amp;quot;available&amp;quot; or &amp;quot;unavailable&amp;quot; creatures.&lt;br /&gt;
* {{key|b}} - Marks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Status Screen ===&lt;br /&gt;
This screen contains a list of all items currently within the fortress that can be used for either [[cooking]] or [[brewing]].  The items are listed down the left hand side of the screen.  A bit right of center, is a column listing the number of each ingredient currently possessed.  This number does not seem to rely upon the Bookkeeper, as it never seems to have question marks.  &lt;br /&gt;
&lt;br /&gt;
The permissions column to the right is subdivided into two additional columns.  One for cooking and one for brewing.  This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task.  Possible values are:&lt;br /&gt;
* Red - This item could be used for the task, but is currently disallowed. &lt;br /&gt;
* Blue - This items is able to be used for the task, and dwarves have permission to do so.&lt;br /&gt;
* ---- - This indicates that the given item cannot be used in this way.  For example, Deer Meat cannot be brewed.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|c}} - Toggles permission to cook the highlighted item.&lt;br /&gt;
* {{key|b}} - Toggles permission to brew the highlighted item.&lt;br /&gt;
&lt;br /&gt;
=== Stone Status Screen ===&lt;br /&gt;
This screen lists all [[economic stones]] found within the game.  These are stones that have a value and purpose.  As an example, [[chalk]] can be used in the process of creating [[steel]].&lt;br /&gt;
&lt;br /&gt;
This screen can be critically useful to you, depending on where you choose to found your Fortress.  This is because, by default, economic stones can '''only''' be used for their given purpose(s) unless they are mentioned as the layer stone on the [[regions]] screen. Which means that if you happen to have access to only economic stones, your masons will be unable to use it for building buildings or furniture or the like.  If you attempt to do so, your mason will cancel the job, with the message that he &amp;quot;requires non-economic rock&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
By going into the stone status section, you can allow your dwarves to use economic stone for any purpose.  Simply scroll through the list to the particular stone you have an abundance of, and press {{key|Enter}} to toggle its availability for menial tasks.  This will change the stone's color from red to green.&lt;br /&gt;
&lt;br /&gt;
Note that this screen, despite being a status screen, does not actually give you any information on the stones you currently possess.&lt;br /&gt;
&lt;br /&gt;
=== Stocks Status Screen ===&lt;br /&gt;
The stocks screen shows you a list of all of the goods your Dwarves own.  Its accuracy relies heavily upon the Bookkeeper.  &lt;br /&gt;
&lt;br /&gt;
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  They appear to be the number in the fortress, and the number currently in use?&lt;br /&gt;
&lt;br /&gt;
To the right of these numbers are the goods themselves.  By pressing {{key|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.&lt;br /&gt;
&lt;br /&gt;
=== Prices Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This screen lists the price of (most) goods by category on the left. (Most) Nobles can alter the price of a good. Prices are in the form of a percentage.&lt;br /&gt;
&lt;br /&gt;
=== Currency Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
=== Justice Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This screen will show the total chains and cages available for justice, as well as the chains and cages currently in use, in the top right hand corner.  If you have adequate chains and cages the number will be blue and red if you don't. The chains and cages required will be 10% of the population.&lt;br /&gt;
&lt;br /&gt;
Along the left hand side is the list of people in the room. If they are actually prisoners the number days they have been jailed will be listed on the right hand side along with the person who jailed them and their title.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23332</id>
		<title>40d:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23332"/>
		<updated>2008-02-12T17:34:51Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pressing {{key|z}} during [[Dwarf Fortress Mode]] brings up the status screen.&lt;br /&gt;
&lt;br /&gt;
This screen contains a large amount of useful information about your fortress and its residents.&lt;br /&gt;
&lt;br /&gt;
=== Title Bar ===&lt;br /&gt;
The very top row of the screen shows the settlement name and class, followed by the year and season.&lt;br /&gt;
=== Menu Bar ===&lt;br /&gt;
Along the top of the status screen, are various choices for sub-menus.  Each can be highlighted with {{key|4}} and {{key|6}}, and then selected with {{key|Enter}}.  The menu bar consists of the following options:&lt;br /&gt;
&lt;br /&gt;
* [[Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves.&lt;br /&gt;
* [[Kitchen]] - The Kitchen Status screen allows you to set cooking and brewing permissions for any ingredients currently in your fortress.&lt;br /&gt;
* [[Stone]] - The Stone Status screen allows you alter permissions on various types of stones that may be reserved for specific uses by default.&lt;br /&gt;
* [[Stocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess.&lt;br /&gt;
* [[Prices]] - The Prices Status screen becomes available once you have an economy.  It allows you to examine the fortress's item prices.&lt;br /&gt;
* [[Currency]] - The Currency Status screen becomes available once you have an economy.  It allows you to examine how much of each coin type you have (and recommendations from your broker on how many you ''should'' have).&lt;br /&gt;
* [[Justice]] - The Justice Status screen becomes available once you have a Sheriff.  It allows you to examine any dwarves currently incarcerated, as well as their crime and sentence.&lt;br /&gt;
&lt;br /&gt;
=== Main Status Screen ===&lt;br /&gt;
This is the screen that appears by default when you press {{key|z}}.&lt;br /&gt;
&lt;br /&gt;
It lists a bunch of useful information, and grows more useful as your dwarves gain skills.  &lt;br /&gt;
* The upper left hand corner lists the amount of wealth created by your fortress.  This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported.  Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[immigrants]], get be[[siege]]d, or get better trade goods from [[caravan]]s.  Note that this figure will only show if you have a [[broker]] with [[appraisal]].&lt;br /&gt;
* Below that, the status screen lists trade information.  This requires a broker with the appraisal skill.&lt;br /&gt;
** Imports represent the total value of foreign made goods in your fortress.  Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth.  However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total.  Goods that are stolen (by [[rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map.&lt;br /&gt;
** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.&lt;br /&gt;
** A hypothetical example:&lt;br /&gt;
*** You buy (rope reed cloth) worth 50.  This increases imports by 50.  You then make this into a rope reed bag worth 100.  This reduces imports by 50 (since it is no longer considered by the game to be foreign made).  Fortress wealth increases by 100.  You then export this bag.  Fortress wealth decreases by 100, and exports increase by 100.&lt;br /&gt;
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a [[Bookkeeper]] with the [[Record_keeper]] skill.  Depending on how skilled he is, and how accurate you want the counts, you will get better numbers.  Note that the Bookkeeper will need an [[Office]] to take inventory, and it will take some time for him to count.&lt;br /&gt;
** TODO:  Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc.&lt;br /&gt;
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows.  &lt;br /&gt;
** An important note is that the right hand side, displaying military Dwarves, only includes dwarves that are currently active in the military.  When deactivated, these Dwarves are displayed in the left column, under their civilian job.&lt;br /&gt;
&lt;br /&gt;
=== Animal Status Screen ===&lt;br /&gt;
This screen shows a list of all animals that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.&lt;br /&gt;
&lt;br /&gt;
The animals are listed down the left hand column of the screen.  Some useful information about this list:&lt;br /&gt;
* The word &amp;quot;stray&amp;quot; indicates that the animal is not any Dwarf's pet.&lt;br /&gt;
* Named animals are often a result of being named before joining your fortress, and usually means they were owned by an immigrant who game in.&lt;br /&gt;
&lt;br /&gt;
The right hand column (owner) lists the current status of each individual animal in your fortress.  This status can take one of several forms:&lt;br /&gt;
* Available - This animal is available for adoption as a pet, or assignment (in the case of working dogs).&lt;br /&gt;
* Unavailble - This animal currently cannot be claimed as a pet.&lt;br /&gt;
* Uninterested - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.&lt;br /&gt;
* A Dwarf's Name - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|Enter}} -  Toggles its availability.  This can only be done on &amp;quot;available&amp;quot; or &amp;quot;unavailable&amp;quot; creatures.&lt;br /&gt;
* {{key|b}} - Marks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Status Screen ===&lt;br /&gt;
This screen contains a list of all items currently within the fortress that can be used for either [[cooking]] or [[brewing]].  The items are listed down the left hand side of the screen.  A bit right of center, is a column listing the number of each ingredient currently possessed.  This number does not seem to rely upon the Bookkeeper, as it never seems to have question marks.  &lt;br /&gt;
&lt;br /&gt;
The permissions column to the right is subdivided into two additional columns.  One for cooking and one for brewing.  This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task.  Possible values are:&lt;br /&gt;
* Red - This item could be used for the task, but is currently disallowed. &lt;br /&gt;
* Blue - This items is able to be used for the task, and dwarves have permission to do so.&lt;br /&gt;
* ---- - This indicates that the given item cannot be used in this way.  For example, Deer Meat cannot be brewed.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|c}} - Toggles permission to cook the highlighted item.&lt;br /&gt;
* {{key|b}} - Toggles permission to brew the highlighted item.&lt;br /&gt;
&lt;br /&gt;
=== Stone Status Screen ===&lt;br /&gt;
This screen lists all [[Economic_Stones]] found within the game.  These are stones that have a value and purpose.  As an example, [[Chalk]] can be used in the process of creating [[Steel]].&lt;br /&gt;
&lt;br /&gt;
This screen can be critically useful to you, depending on where you choose to found your Fortress.  This is because, by default, economic stones can '''only''' be used for their given purpose(s) unless they are mentioned as the layer stone on the [[regions]] screen. Which means that if you happen to have access to only economic stones, your masons will be unable to use it for building buildings or furniture or the like.  If you attempt to do so, your mason will cancel the job, with the message that he &amp;quot;requires non-economic rock&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
By going into the stone status section, you can allow your dwarves to use economic stone for any purpose.  Simply scroll through the list to the particular stone you have an abundance of, and press {{key|Enter}} to toggle its availability for menial tasks.  This will change the stone's color from red to green.&lt;br /&gt;
&lt;br /&gt;
Note that this screen, despite being a status screen, does not actually give you any information on the stones you currently possess.&lt;br /&gt;
&lt;br /&gt;
=== Stocks Status Screen ===&lt;br /&gt;
The stocks screen shows you a list of all of the goods your Dwarves own.  Its accuracy relies heavily upon the Bookkeeper.  &lt;br /&gt;
&lt;br /&gt;
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  They appear to be the number in the fortress, and the number currently in use?&lt;br /&gt;
&lt;br /&gt;
To the right of these numbers are the goods themselves.  By pressing {{key|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.&lt;br /&gt;
&lt;br /&gt;
=== Prices Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This screen lists the price of (most) goods by category on the left. (Most) Nobles can alter the price of a good. Prices are in the form of a percentage.&lt;br /&gt;
&lt;br /&gt;
=== Currency Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
=== Justice Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This screen will show the total chains and cages available for justice, as well as the chains and cages currently in use, in the top right hand corner.  If you have adequate chains and cages the number will be blue and red if you don't. The chains and cages required will be 10% of the population.&lt;br /&gt;
&lt;br /&gt;
Along the left hand side is the list of people in the room. If they are actually prisoners the number days they have been jailed will be listed on the right hand side along with the person who jailed them and their title.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Garnet&amp;diff=34463</id>
		<title>Garnet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Garnet&amp;diff=34463"/>
		<updated>2008-01-10T07:45:42Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Redirecting to Gem#Semi-Precious&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gem#Semi-Precious]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4864</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4864"/>
		<updated>2008-01-09T18:08:31Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: mentioned constructed floors, added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engraving encompasses both smoothing stone and engraving it.  Both jobs are accessed from the [d]esignations menu, and require the [[Stone Detailing]] [[labor]] to be turned on.&lt;br /&gt;
&lt;br /&gt;
A [[wall]] that has already been smoothed can be engraved on. Engravings increase [[dwarf]] [[happiness]] and provide a record of the [[Legends|history]] of your fort. [[Fortification]]s and [[Construction|constructed]] [[wall]]s and [[floor]]s cannot be engraved on. &lt;br /&gt;
&lt;br /&gt;
Smoothed and engraved walls raise the [[value]] of a [[room]], dependent on the material type of the wall or floor, and the quality of the engraving.  The value of smooth and engraved walls is considered &amp;quot;Architecture&amp;quot; under the &amp;quot;Fortress Wealth&amp;quot; table.   &lt;br /&gt;
&lt;br /&gt;
A [[Quality|masterful]] engraving that is destroyed or defaced ([[magma]] and [[goblins]] do the job nicely) may cause the [[engraver]] to [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
== Engraving a wall ==&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|e}} to select &amp;quot;Engrave Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to engrave extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to engrave and press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a light blue regular pattern.&lt;br /&gt;
# Wait for a dwarf to engrave the stone on the walls.&lt;br /&gt;
&lt;br /&gt;
== Engravings ==&lt;br /&gt;
&lt;br /&gt;
Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a picture of it. &lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing 'k', moving the cursor over the engraved area, using the + or - keys to move down to the engraving and pressing enter. [[Adventurer]]s are also able to view these by revisiting your old fortress, and will see a much more detailed description of the engraved happening. The art and the story behind the engraving, will show up in the [[legends]] mode.&lt;br /&gt;
&lt;br /&gt;
== Toggle Engravings ==&lt;br /&gt;
&lt;br /&gt;
Some players may not like the fact that engravings replace walls and floors with pictures on a gray background, making it difficult to differentiate walls from floors.  Or that the dwarf made an ugly picture.  You can toggle between the visible engraving and a fancy looking floor or wall in the designations menu.&lt;br /&gt;
&lt;br /&gt;
#Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|v}} to select &amp;quot;Toggle Engravings&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near an engraving and press {{K|enter}}.&lt;br /&gt;
# Move the cursor to any position, across the area of engravings you wish to toggle and press {{K|enter}} again.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|k}} and {{K|enter}} on the engraving still gives the story behind it, toggling the engravings are purely cosmetic and won't affect the gameplay.&lt;br /&gt;
&lt;br /&gt;
The init file also contains a line that can apply this to all engravings.&lt;br /&gt;
&amp;lt;pre&amp;gt;[ENGRAVINGS_START_OBSCURED:NO/YES]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;NO&amp;quot; would by default show the engraving as it is, and &amp;quot;YES&amp;quot; will automatically cover them up with generic floor/wall tiles.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4863</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4863"/>
		<updated>2008-01-09T18:05:35Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: mentioned constructed walls can't be engraved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engraving encompasses both smoothing stone and engraving it.  Both jobs are accessed from the [d]esignations menu, and require the Stone Detailing [[labor]] to be turned on.&lt;br /&gt;
&lt;br /&gt;
A [[wall]] that has already been smoothed can be engraved on. Engravings increase [[dwarf]] [[happiness]] and provide a record of the [[Legends|history]] of your fort. [[Fortification]]s and [[Construction|constructed]] walls cannot be engraved on. &lt;br /&gt;
&lt;br /&gt;
Smoothed and engraved walls raise the [[value]] of a [[room]], dependent on the material type of the wall or floor, and the quality of the engraving.  The value of smooth and engraved walls is considered &amp;quot;Architecture&amp;quot; under the &amp;quot;Fortress Wealth&amp;quot; table.   &lt;br /&gt;
&lt;br /&gt;
A [[Quality|masterful]] engraving that is destroyed or defaced ([[magma]] and [[goblins]] do the job nicely) may cause the [[engraver]] to [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
== Engraving a wall ==&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|e}} to select &amp;quot;Engrave Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to engrave extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to engrave and press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a light blue regular pattern.&lt;br /&gt;
# Wait for a dwarf to engrave the stone on the walls.&lt;br /&gt;
&lt;br /&gt;
== Engravings ==&lt;br /&gt;
&lt;br /&gt;
Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a picture of it. &lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing 'k', moving the cursor over the engraved area, using the + or - keys to move down to the engraving and pressing enter. [[Adventurer]]s are also able to view these by revisiting your old fortress, and will see a much more detailed description of the engraved happening. The art and the story behind the engraving, will show up in the [[legends]] mode.&lt;br /&gt;
&lt;br /&gt;
== Toggle Engravings ==&lt;br /&gt;
&lt;br /&gt;
Some players may not like the fact that engravings replace walls and floors with pictures on a gray background, making it difficult to differentiate walls from floors.  Or that the dwarf made an ugly picture.  You can toggle between the visible engraving and a fancy looking floor or wall in the designations menu.&lt;br /&gt;
&lt;br /&gt;
#Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|v}} to select &amp;quot;Toggle Engravings&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near an engraving and press {{K|enter}}.&lt;br /&gt;
# Move the cursor to any position, across the area of engravings you wish to toggle and press {{K|enter}} again.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|k}} and {{K|enter}} on the engraving still gives the story behind it, toggling the engravings are purely cosmetic and won't affect the gameplay.&lt;br /&gt;
&lt;br /&gt;
The init file also contains a line that can apply this to all engravings.&lt;br /&gt;
&amp;lt;pre&amp;gt;[ENGRAVINGS_START_OBSCURED:NO/YES]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;NO&amp;quot; would by default show the engraving as it is, and &amp;quot;YES&amp;quot; will automatically cover them up with generic floor/wall tiles.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quality&amp;diff=19504</id>
		<title>40d:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quality&amp;diff=19504"/>
		<updated>2008-01-03T08:04:24Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: rm pointless TOC and section header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].  &lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship.  Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc).  Prepared foods have quality levels. Alcohol has a hidden quality that controls the amount of happiness a dwarf gets from drinking it. It is not known whether or not masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot;  Such a masterpiece will cause the dwarf that created it to [[tantrum]] for a year if it is ever lost or destroyed. Masterpiece meals can be eaten safely, although allowing the food to rot will cause a tantrum. Using up masterpiece bolts will not cause a tantrum either; nor does trading them away to merchants.  Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. They have a higher combat modifier than Masterful items, although the specific modifier is unknown.&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Regional_prospector&amp;diff=33742</id>
		<title>Regional prospector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Regional_prospector&amp;diff=33742"/>
		<updated>2008-01-03T07:47:46Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Redirecting to Utilities#Regional Prospector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Utilities#Regional Prospector]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6918</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6918"/>
		<updated>2007-12-31T22:45:49Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Markavian */ removing version tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16x16 tiles. Those are listed [[List_of_user_character_sets#For use_with_graphics_sets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=haowan&lt;br /&gt;
|size=18x18&lt;br /&gt;
|resolution=1440x450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The IBM EGA 8x8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it isn't square, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is no longer updated due to the creation of [[#Savok_2|this tileset]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10x10&lt;br /&gt;
|resolution=800x250 native, 800x500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximise clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user on IP address 86.43.81.125. It is considered by many to be a &amp;quot;standard&amp;quot; for square sets, as it provides excellent &amp;quot;square&amp;quot; characters at a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences.  I have no idea where I got it from.  It's great on a 1024x768 CRT monitor in windowed mode.  I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16x16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13x13&lt;br /&gt;
|resolution=1040x325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200 or 640x400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== For use with graphics sets ==&lt;br /&gt;
&lt;br /&gt;
These are a subset of square character sets, the 16x16 tilesets. Since most graphics sets employ 16x16 tiles, these are grouped here. However, these can be used on their own. Alternate sets for objects can be found at [[graphics sets]]. The target resolution is always 1280x400 for these.&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A 16x16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The 16x16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A square 1280x400 font. Simple and legible. Converted from roarl's 16x16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be.  A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted.  Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up.  Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another square font, target resolution 1280x400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I went about creating my own. Nearly all of it is original, including the dozens of letters. If you would like to see it in action, see [http://mkv25.net/dfma/map-1109-idenst this map] at DFMA (note: a little outdated)&amp;lt;br&amp;gt;In the raws, the tag [TILE:'U'] for humans should be changed to [TILE:172] for this tileset. I didn't like humans looking like unicorns, and this changes the corpse, which object tilesets can't do. The elves also get a different tile, [TILE:171], so that they don't look like elephants.&amp;lt;br&amp;gt;Also, in the solid white tile, there is a barely perceptible line of grey (#F0F0F0, specifically) that aids in designating mining areas but is difficult to see elsewhere.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually. To Marble Dice: I hope you don't take offense to my using your font as a base for this one. If you want me to remove it for whatever reason, I will.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16x16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8x8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x15&lt;br /&gt;
|resolution=640x375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8x12&lt;br /&gt;
|resolution=640x300&lt;br /&gt;
|comments=Kein's 640x300, everything completely shaded, kept mostly traditional looking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lumin_Graphical_1280x800.png]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16x32&lt;br /&gt;
|resolution=1280x800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20x24&lt;br /&gt;
|resolution=1600x800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300, 800x600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8x8. Used for playing in tiny windows, display of massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7x7&lt;br /&gt;
|resolution=560x175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5x6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5x6&lt;br /&gt;
|resolution=400x150, 800x300, 800x600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help:Contents&amp;diff=12179</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help:Contents&amp;diff=12179"/>
		<updated>2007-12-29T03:47:23Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: added link to rules and Senso's page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please see http://www.mediawiki.org/wiki/Help:Contents&lt;br /&gt;
&lt;br /&gt;
Here's a [http://en.wikipedia.org/wiki/Web_colors resource] for identifying HTML colors in the wiki.&lt;br /&gt;
&lt;br /&gt;
See [http://en.wikipedia.org/wiki/Wikipedia:Talk_page Wikipedia:Talk page] for how to use discussion pages and [http://en.wikipedia.org/wiki/Wikipedia:Talk_page_guidelines Wikipedia:Talk page guidelines] for some basic etiquette.&lt;br /&gt;
&lt;br /&gt;
The wiki rules are at [[DwarfFortressWiki:Community Portal]].&lt;br /&gt;
&lt;br /&gt;
[[User:Senso|Senso]] is the wiki admin. Contact him with account problems&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5564</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5564"/>
		<updated>2007-12-29T03:32:34Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: limited image size and formatted headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions (Or Fibonacci's sweet world) ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Title: Fibonacci&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 1123581321&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: random&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated under version v0.27.169.33e - Intel processor/windowsXP - file included because other machines have had different results with more or less sand/flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick 16 rejects&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magma (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== 4265985437 - The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Random name, 51 rejects.&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated with version v0.27.169.33f using windows XP with an AMD processor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Originally submitted by Paul on the forums. Minerals have changed with version changes, but features remain the same.&amp;lt;br/&amp;gt;&lt;br /&gt;
Takes a few minutes to generate (but if you're downloading it that hardly matters), but has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected. This disrupts the sequence of psudeorandom numbers. As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name. Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''0.23.169.33g''' or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
====Chicken Seed: #389311515====&lt;br /&gt;
[[Image:Chickenseed.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Only one reject. The location shown above has some magma right next to a brook... Lots of trees and plants, and there's some sand if you extend the map to include the hills a little ways to the south. No flux, unfortunately.&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Seed #223885 - Pretty much what I have been waiting for ====&lt;br /&gt;
&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Realm of Forever Start Seed #3094533934 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Cyclopean Planet of Tempests Seed #697480228 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Just another seed, I thought wold be nice (1291184248, v.33g) ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed1291184248.PNG|500px]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
&lt;br /&gt;
Downside - it's pretty cliffy. I haven't played it for long enough, but getting human caravans to depot can prove tricky &lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 06:40, 26 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32112</id>
		<title>Template talk:Seeded World</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32112"/>
		<updated>2007-12-23T23:23:00Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: in which Turgid rambles on&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Good template, but it's been proven that Operating system has no effect on world gen.--[[User:Heliopios|Heliopios]] 18:36, 14 December 2007 (EST)&lt;br /&gt;
:Thanks for the constructive criticism! I am still looking at this. Hoping to make the result look more like the templates for creatures &amp;amp;c. --[[User:Gauteamus|Gauteamus]]&lt;br /&gt;
&lt;br /&gt;
Your comment says you want to add a #if structure to the template, but our wiki doesnt use parser functions afaik. [[User:VengefulDonut|VengefulDonut]] 18:34, 17 December 2007 (EST)&lt;br /&gt;
:Haha, ok, then that is out of the question :-) --[[User:Gauteamus|Gauteamus]] 18:43, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems to me that you don't need the world-gen name, since it doesn't affect world generation anymore. The &amp;quot;missing features&amp;quot; doesn't seem useful, either. And a download link is only useful for pregen worlds, not seeds. I think we should have a different template for pregenerated/downloadable worlds. A link doesn't need to go in the template, it can be added to the comments if needed.&lt;br /&gt;
&lt;br /&gt;
As for locations, since we don't have conditionals maybe we could have a template for each number of locations...so Seeded World would be for 1 location, Seeded World2 for 2 locations, Seeded World3 for 3 locations, etc. That's not ideal, though, since it would take up a lot of space. I'm thinking the best way to do it would be to have the user add them manually. Just have a place for |locations = and the user would type in the images and features of each location as necessary. Hopefully we could get everyone to stick to the same format for the locations. Anyway, it looks good. --[[User:Turgid Bolk|Turgid Bolk]] 18:23, 23 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5544</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5544"/>
		<updated>2007-12-23T22:37:53Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: rewrote intro, removed test template, minor formatting, moved .33f seeds to seed archive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions (Or Fibonacci's sweet world) ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Title: Fibonacci&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 1123581321&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: random&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated under version v0.27.169.33e - Intel processor/windowsXP - file included because other machines have had different results with more or less sand/flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick 16 rejects&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magma (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== 4265985437 - The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Random name, 51 rejects.&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated with version v0.27.169.33f using windows XP with an AMD processor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Originally submitted by Paul on the forums. Minerals have changed with version changes, but features remain the same.&amp;lt;br/&amp;gt;&lt;br /&gt;
Takes a few minutes to generate (but if you're downloading it that hardly matters), but has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected. This disrupts the sequence of psudeorandom numbers. As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name. Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''0.23.169.33g''' or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed_archive&amp;diff=32139</id>
		<title>Seed archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed_archive&amp;diff=32139"/>
		<updated>2007-12-23T22:35:03Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: updating a bit, copied .33f seeds over&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is an archive page. Seeds for the current version can be found at [[Pregenerated worlds]].''&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The world generation code changed for versions and 0.27.169.33f and 0.27.169.33g. While the world map will be very similiar, the details will differ (e.g. rock layers will be different). According to Toady, for .33f &amp;quot;I've changed the metal frequencies, so that's probably the point at which it will break down. Any stages after that will also be affected.&amp;quot; For .33g, names no longer affect world generation.'''&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
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The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
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Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
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A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
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== v0.27.169.33e and earlier ==&lt;br /&gt;
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=== Quick Generating Seeds ===&lt;br /&gt;
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==== Seed 0: 0 Rejects and plenty of awesomeness ====&lt;br /&gt;
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This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
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[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, and over 7 volcanoes scattered around the map.  There also seems to be a nice variety of environments for your leisure. &lt;br /&gt;
&lt;br /&gt;
Here's a starting location with almost literally everything: trees, flux, a magma pocket (not visible from the surface, but only a few levels from the surface below the elevated area between the trees and the sand), all the basic metals, sand and adamantine.  There are many other really good sites in the squares around the same volcano, and several similarly ideal sites around volcanoes about six region tiles to the east and southeast.&lt;br /&gt;
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The dwarven town depicted is my own abandoned fortress; you won't see it when you play. Enjoy!&lt;br /&gt;
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[[Image:seed0volcano.png|The zen site - one with everything]].&lt;br /&gt;
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==== Seed 2: A Quick One ====&lt;br /&gt;
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This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
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Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
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The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
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'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
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'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
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'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
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'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
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'''Climate:''' [[Temperate]]&lt;br /&gt;
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'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
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'''Generation Features:''' Only 3 rejections&lt;br /&gt;
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[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
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* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;quot;Terrifying&amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
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[[Image:Df_seeda.png]]&lt;br /&gt;
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[[Image:Df_seedb.png]]&lt;br /&gt;
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====Seed 34: One Reject Seed====&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
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==== Seed 987654321 - Quicky ====&lt;br /&gt;
''Title: STANDARD''&amp;lt;br/&amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
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==== Seed 120 (=lol!) ====&lt;br /&gt;
''It is a well known fact that when you write &amp;quot;lol&amp;quot; with 1337-language, it is written &amp;quot;101&amp;quot;. In binary, this is the same as the decimal number 5. This means that &amp;quot;lol!&amp;quot; = 5! From math we all(?) know that 5! = 120. Therefore: 120 = lol!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''But enough gibberish.''' This world has '''1 reject''' when using the '''seed 120'''&amp;lt;br/&amp;gt;&lt;br /&gt;
There is volcano in a forest with a river nearby, and an aquifier for challenge! To find it, its the 5th tile from the left, 4th tile from the bottom on the world map when choosing a site. Also check out two tiles to the right of this (still on the world map), and you will find a volcanic island! :D Searching around you will also find major rivers. In other words, a quick cool seed. Enjoy&lt;br /&gt;
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==== Seed 941486140: Zero rejects ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
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==== Seed 71551: Another quickie ====&lt;br /&gt;
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5 Rejects.&lt;br /&gt;
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29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
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-Ilmuri&lt;br /&gt;
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==== Seed Toady One ====&lt;br /&gt;
Converting Toady One to numbers gives you 2015142505, assuming the space is a 0. The seed results in 3 rejects and &lt;br /&gt;
&amp;quot;the Momentous Universes of Vision&amp;quot;&lt;br /&gt;
A good world with lots of great rivers.&lt;br /&gt;
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==== Seed 752741768: 1 Reject, DF v0.27.169.33d====&lt;br /&gt;
Created in DF v0.27.169.33d.&lt;br /&gt;
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[WORLD_GEN]&lt;br /&gt;
	[TITLE:STANDARD]&lt;br /&gt;
	[SEED:752741768]&lt;br /&gt;
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[[Image:Seed_33d.jpg]][[Image:See_magma_2.jpg]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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=== Seeds and maps with many features (May run slower on older computers) ===&lt;br /&gt;
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==== Seed 2577317804: Volcano Amidst a Thick Forest ====&lt;br /&gt;
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VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
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[[Image:Volcano.jpg]]&lt;br /&gt;
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The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
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==== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ====&lt;br /&gt;
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This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
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Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
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[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
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==== Seed 3089130238: Isolated feature-rich mountain ====&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
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'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
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'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
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'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
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'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
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'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
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'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
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'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
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[[Image:3089130238.PNG]]&lt;br /&gt;
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==== Seed 3706678589: The Domain of Dragons...? ====&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
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==== Seed 3416680544: The World of Griffons ====&lt;br /&gt;
Seed:3416680544&lt;br /&gt;
Rejections: 43&lt;br /&gt;
Name: The World of Griffons&lt;br /&gt;
F1 Biome, Mountain: Felsite, Diorite, Gabbro&lt;br /&gt;
F2 Biome, Taiga: Sand, Black sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F3 Biome, Taiga: Sand, Marble, Gneiss, Gabbro&lt;br /&gt;
F4 Biome, Temperate Conifer Forest: Sand, Black Sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F5 Biome, Taiga: Loam, Basalt, Schist, Diorite&lt;br /&gt;
F6 Biome, Temperate Conifer Forest: Silt loam, Felsite, Diorite, Gabbro&lt;br /&gt;
This looks like a pretty nice, but possibly difficult area to settle (for me). It's got a chasm, river, and magma. To start it has some Aluminum and Native gold, as well as a few clusters of gems exposed right along the chasm. Hope the chasm dwelling critters aren't too much of a problem. There's flux, and early magnetite(I think), so you've probably got no issue for steel, either. It will not be hard to find this spot on the map, since it is basically where the cursor starts to begin with, I simply sized it up to get the maximum amount of biomes, feel free to shrink or grow it as you wish. All biomes are Freezing Wilderness surroundings. Here's a pic for good measure.&lt;br /&gt;
[[Image:Griffonmap.png]]&lt;br /&gt;
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==== Seed 1149670256 ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
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==== Seed 1621458352 ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
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To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
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The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
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It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
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==== Seed 4265985437: A little bit of everything ====&lt;br /&gt;
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This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. Note that it was generated on windows XP, and may be different on another OS. The only thing it lacks is sand, however if you don't mind changing a raw file you can edit kimberlite to form in a cluster instead of a vein and can get sand.&lt;br /&gt;
This makes kimberlite actually appear, which apparently mixes up the entire mineral chart of generated worlds. With this change in place, the exact same location pictured in the image has an area with basalt and 2 layers of gabbro on the lower section, chalk gneiss and diorite on the upper section, and black sand/dolomite/granite/diorite on the rightmost square with sparse trees. All the other features remain intact.&lt;br /&gt;
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'''Features:''' &lt;br /&gt;
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'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
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'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
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'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
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'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
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'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
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'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
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'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
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'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
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The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
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Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
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[[Image:4265985437.PNG]]&lt;br /&gt;
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==== Seed 957776166: 11 Volcanos ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
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On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
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Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
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==== Seed 891230954: Resource heaven ====&lt;br /&gt;
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Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
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[[Image:df_891230954.PNG]]&lt;br /&gt;
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==== Seed 1010101010: 4 Volcano Cluster ====&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
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[[Image:Volcanocluster.PNG]]&lt;br /&gt;
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==== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ====&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
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'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
&lt;br /&gt;
'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
&lt;br /&gt;
'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
&lt;br /&gt;
'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
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'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
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'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
&lt;br /&gt;
'''9.''' a small selection of trees and shrubs&lt;br /&gt;
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'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
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'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
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'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
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[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
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==== Seed 7185120: Snow-Encrusted ====&lt;br /&gt;
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126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
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This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
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Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
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==== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ====&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has 113 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 2967067655: An interesting site with a lot to offer ====&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
==== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ====&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Volcano + Vent surveys ====&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 92003: Respectable site, probably comparable to Paul's ====&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 2536495025: Another respectable site ====&lt;br /&gt;
&lt;br /&gt;
On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
&lt;br /&gt;
Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
&lt;br /&gt;
==== Seed 473220798 - A quirky one ====&lt;br /&gt;
The parameter title, not name, was &amp;quot;SEED&amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1205746126, Waterfall, Magma, Trees, Chalk, Sand, Minerals ====&lt;br /&gt;
&lt;br /&gt;
Need to select random name, which turns out to be &amp;quot;Sil Num&amp;quot;, created with version 33a or 33b.&lt;br /&gt;
Unfortunately it takes a *long* time because of 266 rejects !&lt;br /&gt;
&lt;br /&gt;
Nice starting site with nearly everything. Of particular note is the 9 level high waterfall in the SE corner of the selected region.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall-1205746126-location.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1639366901,  A location with practically everything ====&lt;br /&gt;
&lt;br /&gt;
46 rejects.&lt;br /&gt;
&lt;br /&gt;
This seed was the first I created, it has several volcano vents, but one in particular is just fantastic.  I can't remember the exact location, but a survey of all the volcano vents will eventually locate it.  &lt;br /&gt;
&lt;br /&gt;
(The starting location shown here is 7 up from the bottom, 7 in from the right on the world map, on a superscript 'n' -- [[User:Hapes|Hapes]])&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldofdragons.PNG]]&lt;br /&gt;
&lt;br /&gt;
Sand Types:  White and Red&lt;br /&gt;
Ore:  Iron, Aluminum and Adamantite... plus a lot more&lt;br /&gt;
Traders:  Dwarves, Elves, Humans&lt;br /&gt;
On-Map opposition:  Kobolds, Antmen, troglodytes, giant spiders. magmamen and more.&lt;br /&gt;
&lt;br /&gt;
Major Geographic features:  &lt;br /&gt;
&lt;br /&gt;
1) The river runs through a canyon, the northern half runs through a red sand basin, the bottom through lush forest.&lt;br /&gt;
&lt;br /&gt;
2) The canyon walls are sheer faces... there is no way to walk out of the river bed into the upper hills!&lt;br /&gt;
&lt;br /&gt;
3) The east bank has the magma, and white sand on the upper tiers to the north, and forests to the south. Be warned, magma channelers: There's a cave river directly below the eastern canyon cliff face. I lost a game by hitting that and overflowing. :/&lt;br /&gt;
&lt;br /&gt;
4) The west bank has a bottomless chasm, and tons of kobolds, trogs, antmen, giant spiders and probably more.  And is scattered with loot!  It appears the kobolds have been ambushing caravans for a while.... can you stop them?&lt;br /&gt;
&lt;br /&gt;
5) Torture chamber, underground river... so actually, it does have everything.&lt;br /&gt;
&lt;br /&gt;
Also:  The kobolds will actually ambush a caravan or two if you are lucky!&lt;br /&gt;
&lt;br /&gt;
And on and on.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1912015873: Mirthful Mountains ====&lt;br /&gt;
&lt;br /&gt;
This produces about 52 rejects, but some of them do a lot of thinking.&lt;br /&gt;
&lt;br /&gt;
In the middle of the map is a huge range of mirthful mountains.&lt;br /&gt;
&lt;br /&gt;
Whatever you'd want them for.&lt;br /&gt;
&lt;br /&gt;
==== Seed 2937366080: Palin's Epic Seed ====&lt;br /&gt;
Taken from: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001161 Bay 12 Forums Thread]&lt;br /&gt;
&lt;br /&gt;
8 quick rejects.&lt;br /&gt;
&lt;br /&gt;
'''Generate with a random name.'''&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
Water Source, Iron, Limestone, Magma, Wood, Black Sand, Pit, Chasm, Massive amounts of gold and tetrahedrite, Considerable quantities of silver, platinum and gemstones, 20 layers of stone, Contact with all races.&lt;br /&gt;
&lt;br /&gt;
If you extend the area selection upwards by one, you can also find a natural waterfall that falls five levels or so, and if you extend the area selection downwards a few squares there's an underground river.&lt;br /&gt;
 &lt;br /&gt;
[[IMAGE:6ug4qyr.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 3508182976: VonGuard's seed ====&lt;br /&gt;
Has at least one place where you get an aquifer-free volcano with nearby water, sand, trees, etc.&lt;br /&gt;
&lt;br /&gt;
==== Seed 3273382988: Terrifying, Lava, Chasm, Cave River, Cave Lake, Iron (Magnetite), Mineral Rich ==== &lt;br /&gt;
&lt;br /&gt;
[[Image:Ewe.jpg]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3273382988]&lt;br /&gt;
&lt;br /&gt;
40 or so rejects.&lt;br /&gt;
&lt;br /&gt;
This is 90% the way to the seed of destiny that I've been looking for. What is missing:&lt;br /&gt;
&lt;br /&gt;
- Sand&lt;br /&gt;
- Adamantium (It's there, but in the opposite corner as everything else)&lt;br /&gt;
- Flux&lt;br /&gt;
&lt;br /&gt;
There is some flexibility in how you set up the fortress. The image above is what I'm using right now, but you can go in different directions and capture different features and mineral quantities.&lt;br /&gt;
&lt;br /&gt;
Location:&lt;br /&gt;
&lt;br /&gt;
World: 6 right, 2 down&lt;br /&gt;
Region: 8 right 8 down&lt;br /&gt;
&lt;br /&gt;
==== Seed 2401237437: Sand, Mountains, Magma, Chasms, Small Aquifer Area, Zombie Camels ====&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:2401237437]&lt;br /&gt;
77 Rejects&lt;br /&gt;
&lt;br /&gt;
[[Image:2401237437.jpg]]&lt;br /&gt;
&lt;br /&gt;
Clean white sand and an aquifer to the east, mountains to the west. There are two chasms, a caldera to the west of the magma tube, a spiderweb one to the north. There are some zombified camels running around and assorted chasm dwellers. Minerals are average, not very good for steel.&lt;br /&gt;
&lt;br /&gt;
==== Seed 19860728: Magma, River, Aboveground &amp;quot;Cave Lake&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Found by Lord Dullard on the Bay 12 Games forum.&lt;br /&gt;
&lt;br /&gt;
'''Just thought I'd share this, as it's the coolest map I've seen generated yet. Of significant interest are the magma vent, the river (and its source), the *really* neat 'amphitheater' cave lake, and visible deposits of platinum/gold/hematite/aluminum/et cetera. There's a lot of stuff of note on the other Z-levels as well, including a fourteen or fifteen-level drop from the cliffs to the south.'''&lt;br /&gt;
&lt;br /&gt;
The cave lake is actually exposed to the surface (an entryway about 15 tiles wide leading directly to the surface, but roofed in by stone to keep the &amp;quot;cave lake&amp;quot; designation, and goes quite deep.&lt;br /&gt;
&lt;br /&gt;
[[Image:df-19860728.png]]&lt;br /&gt;
&lt;br /&gt;
== v0.27.169.33f ==&lt;br /&gt;
&lt;br /&gt;
=== Seed: 20717035 ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df1.jpg|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
biome 1: Rhyolite:Granite:Gabbro &lt;br /&gt;
&lt;br /&gt;
Biome 2:  Chalk:Granite:Diorite\&lt;br /&gt;
&lt;br /&gt;
Biome 3:  Sandy loom: Rhyolite:Granite:Gabbro Trees: Scarce Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Biome 4: Black Sand (Aquifer):Sandstone (Aquifer): Diorite:Granite Trees: Scarce (they are not kidding!), Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Contact - everyone&lt;br /&gt;
&lt;br /&gt;
* Adamantite in the bottom left quadrant.&lt;br /&gt;
* Bauxite&lt;br /&gt;
* Flux&lt;br /&gt;
* Sand&lt;br /&gt;
* A few trees&lt;br /&gt;
* 2 lava pits (visible at start)&lt;br /&gt;
* One cave&lt;br /&gt;
* One gargantuan chasm&lt;br /&gt;
* One long cave river &lt;br /&gt;
* Several pages of monsters after chasm and river discovered&lt;br /&gt;
* No surface river&lt;br /&gt;
* Top 198, bottom 134&lt;br /&gt;
&lt;br /&gt;
The Chasm and cave can easily be found after starting by looking for clues during game play (not cheating by using the stock menu.)&lt;br /&gt;
&lt;br /&gt;
If you extend the area upward 2 rows you will get the full chasm.&lt;br /&gt;
&lt;br /&gt;
Recommended small playing area: (have not verified that this still gives lava and part of the chasm) 6 wide and 8 high starting from the bottom left. You will loose 1 lava pit and the cave river as well as sections of the chasm. Cut in 2 columns from the left to give a 4 wide and 8 high section with very few trees. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 196405198 ===&lt;br /&gt;
&lt;br /&gt;
full info at [[User:Chariot/SEED 196405198|SEED 196405198]]&lt;br /&gt;
&lt;br /&gt;
0 rejects&lt;br /&gt;
&lt;br /&gt;
10 locations pointed out with magma, flux, sand, water, magnetite(in sedementary layers), and trees(well, 1 location lacks sand)&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14886</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14886"/>
		<updated>2007-12-23T22:22:58Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: Template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5543</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5543"/>
		<updated>2007-12-23T22:00:14Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Relevant News */ updated a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]].&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions (Or Fibonacci's sweet world) ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Title: Fibonacci&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 1123581321&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: random&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated under version v0.27.169.33e - Intel processor/windowsXP - file included because other machines have had different results with more or less sand/flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick 16 rejects&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magma (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== 4265985437 - The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Random name, 51 rejects.&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated with version v0.27.169.33f using windows XP with an AMD processor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Originally submitted by Paul on the forums. Minerals have changed with version changes, but features remain the same.&amp;lt;br/&amp;gt;&lt;br /&gt;
Takes a few minutes to generate (but if you're downloading it that hardly matters), but has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Testing of Template ===&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version 0.23.169.33f or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
=== Seeds and maps with many features (May run slower on older computers) ===&lt;br /&gt;
===='''Seed: 20717035'''====&lt;br /&gt;
&lt;br /&gt;
[[Image:Df1.jpg|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
biome 1: Rhyolite:Granite:Gabbro &lt;br /&gt;
&lt;br /&gt;
Biome 2:  Chalk:Granite:Diorite\&lt;br /&gt;
&lt;br /&gt;
Biome 3:  Sandy loom: Rhyolite:Granite:Gabbro Trees: Scarce Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Biome 4: Black Sand (Aquifer):Sandstone (Aquifer): Diorite:Granite Trees: Scarce (they are not kidding!), Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Contact - everyone&lt;br /&gt;
&lt;br /&gt;
* Adamantite in the bottom left quadrant.&lt;br /&gt;
* Bauxite&lt;br /&gt;
* Flux&lt;br /&gt;
* Sand&lt;br /&gt;
* A few trees&lt;br /&gt;
* 2 lava pits (visible at start)&lt;br /&gt;
* One cave&lt;br /&gt;
* One gargantuan chasm&lt;br /&gt;
* One long cave river &lt;br /&gt;
* Several pages of monsters after chasm and river discovered&lt;br /&gt;
* No surface river&lt;br /&gt;
* Top 198, bottom 134&lt;br /&gt;
&lt;br /&gt;
The Chasm and cave can easily be found after starting by looking for clues during game play (not cheating by using the stock menu.)&lt;br /&gt;
&lt;br /&gt;
If you extend the area upward 2 rows you will get the full chasm.&lt;br /&gt;
&lt;br /&gt;
Recommended small playing area: (have not verified that this still gives lava and part of the chasm) 6 wide and 8 high starting from the bottom left. You will loose 1 lava pit and the cave river as well as sections of the chasm. Cut in 2 columns from the left to give a 4 wide and 8 high section with very few trees. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''196405198'''====&lt;br /&gt;
&lt;br /&gt;
full info at [[User:Chariot/SEED 196405198|SEED 196405198]]&lt;br /&gt;
&lt;br /&gt;
0 rejects&lt;br /&gt;
&lt;br /&gt;
10 locations pointed out with magma, flux, sand, water, magnetite(in sedementary layers), and trees(well, 1 location lacks sand)&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8940</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8940"/>
		<updated>2007-12-23T06:04:10Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Dwarf Foreman */ minor formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The compressed '''(.FDF-MAP)''' map can then be submitted to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]; an online repository website which uses a Flash based viewer to view the map in your browser. (Read more about the [[User:Markavian#DF_Map_Archive|DF Map Archive]] on Markavian's [User page.)&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
*[http://sinoth.net/3dwarf_02a.zip Download 3Dwarf] by Sinoth.&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33b): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip adjuststart.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip heal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33c): [http://no.shizzle.se/~rgibbed/v0.27.169.33c/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33d): [http://no.shizzle.se/~rgibbed/v0.27.169.33d/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Most Current tools ('''v0.27.169.33e''', none for '''v0.27.169.33g''' yet, unless you use memory.ini for the '''v0.27.169.33e''' tools):&lt;br /&gt;
&lt;br /&gt;
'''Current version out of date? Have skills to find the newer addresses? [[User:Rick#memory.ini|Check Rick's user page for details on memory.ini]].'''&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instructions: type cmd in run, put in the location for adjuststart.exe, navigate to the DF main menu, change the starting dwarf number and points in this format: C:\location\adjuststart.exe 10 9999 (gives 10 dwarves, 9999 points) then hit enter.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/warp.exe Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognise one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complent to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
== Enable Magma Buildings ==&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Coffin&amp;diff=17018</id>
		<title>40d:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Coffin&amp;diff=17018"/>
		<updated>2007-12-19T22:16:32Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: rm old info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Coffins are used for the burial of dwarves or their cherished [[pet]]s.  While it is possible for the less caring fortress supervisor to simply designate a [[graveyard]] and have surviving dwarves sling their comrades into those, some prefer to construct coffins.  They can be built from [[stone]] at a [[Mason]]'s workshop, [[wood]] at a [[Carpenter]], [[metal]] at a [[Forge]] or, for the truly decadent, [[glass]] at a [[Glass Furnace]].  They are listed in the {{k|b}}uild menu as Burial Receptacle {{k|n}}.&lt;br /&gt;
&lt;br /&gt;
Providing a casket for your deceased dwarves is not simply an aesthetic decision. Relatives (or, in the case of pets, owners) of the dead will have unhappy [[thoughts]] generated if their loved has just been slung in a graveyard to rot. Also, rotting dwarves, like anything else, produce [[miasma]], however placing a corpse in a coffin or casket prevents the smell from escaping.&lt;br /&gt;
&lt;br /&gt;
While [[tomb]]s can be designated from coffins, only some [[nobles]] specifically demand them.  The more self-important the noble, the more ornate the tomb must be, naturally.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24839</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24839"/>
		<updated>2007-12-19T21:47:27Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18792</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18792"/>
		<updated>2007-12-19T21:42:25Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Armor Levels */ moved materials needed info into text instead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor''' is a class of clothing items that your dwarves can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].&lt;br /&gt;
&lt;br /&gt;
Depending on the type and material, different dwarves with specific skills are needed to make armor.  While clothes aren't necessarily armor, they do offer limited protection.  Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]].  Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor.  Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armour that multiplies the effectiveness of the item.&lt;br /&gt;
&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has also [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
== Assigning Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a dwarf to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt, which is often undesirable.  Hunters do not appear to use bucklers or shields, so it may be advantageous to give them two melee weapons if you do not plan on having them use a crossbow.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather [[cap]]&lt;br /&gt;
| metal [[cap]] and/or [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather [[boot]]&lt;br /&gt;
| metal [[boot]]&lt;br /&gt;
| metal [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| glove&lt;br /&gt;
| gauntlet&lt;br /&gt;
| gauntlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creating plate mails requires three [[bar]]s of metal. Chain mails and greaves require two bars. All other metal armors require one bar. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires five leather pieces to manufacture, a full suit of chain armor requires seven metal bars, and a full suit of plate armor requires eight metal bars. This does not include shields.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and bucklers come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile Marksdwarves, but are assumed to provide less protection{{verify}}. Dwarves can also equip both a shield and buckler at the same time.&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Appraiser&amp;diff=3508</id>
		<title>40d:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Appraiser&amp;diff=3508"/>
		<updated>2007-12-19T06:28:01Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: mentioned skill gain from trade goods, formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #f0f&lt;br /&gt;
| skill      = Appraiser&lt;br /&gt;
| speciality = Trader&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = Admin/Noble&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Trade at Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The appraise skill is required for the [[Outpost Broker]] [[noble]].  If the broker doesn't have this skill, then it is not possible to see the values of goods being traded, only their weight. Although the {{key|z}} status window says &amp;quot;You need a broker with the appraisal skill&amp;quot; to show Created Wealth and Trade Information, having dabbling skill in this is not sufficient.&lt;br /&gt;
&lt;br /&gt;
When the [[dwarven economy]] is activated, shopkeepers also use the appraisal skill when selling goods.&lt;br /&gt;
&lt;br /&gt;
It is gained by:&lt;br /&gt;
* Seeing goods for trade at the [[trade depot]]&lt;br /&gt;
* Successful trades at the depot&lt;br /&gt;
* Trading in a [[shop]]&lt;br /&gt;
&lt;br /&gt;
Notable ways that it is not gained include:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot&lt;br /&gt;
* Offering goods to foreign traders&lt;br /&gt;
* Simply being assigned as the broker noble&lt;br /&gt;
* Sitting around at the depot, whether there are traders there or not&lt;br /&gt;
* Meeting with the outpost liaison&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Broker&amp;diff=5729</id>
		<title>40d:Broker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Broker&amp;diff=5729"/>
		<updated>2007-12-19T06:21:25Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: noted how appraisal skill is gained, formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Trade&lt;br /&gt;
* Wealth status&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Outpost Broker''' is an appointed [[noble]] position.  This noble is the primary dwarf in charge of trading.&lt;br /&gt;
&lt;br /&gt;
Your [[trade depot]] must have a dwarf manning the building in order to trade.  You can set your trade depot for &amp;quot;Only broker may trade&amp;quot;, or for &amp;quot;Anyone may trade&amp;quot;; much like the harvesting options, this allows you to use only your highest-skilled dwarf to conduct trades.&lt;br /&gt;
&lt;br /&gt;
The Outpost Broker uses the following skills when conducting a successful trade:&lt;br /&gt;
&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
&lt;br /&gt;
Not all of these skills are gained every time. Appraiser is gained from simply seeing new items in the trade depot; the more items there when beginning to trade, the more skill is gained. The Outpost Broker does not gain any skills when proposing a trade that is not accepted, or when offering items to the foreign trader.&lt;br /&gt;
&lt;br /&gt;
The Outpost Broker has many skills in common with the [[expedition leader]], so you might consider making them the same person. This noble also does not seem to do anything when not trading.  See the [[appraiser]] page for notes on your created wealth and trade information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them&amp;diff=31120</id>
		<title>40d:How do I stop miners from falling in channels as they dig them</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_do_I_stop_miners_from_falling_in_channels_as_they_dig_them&amp;diff=31120"/>
		<updated>2007-12-16T22:08:49Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: template: old&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.27.169.33e and earlier}}&lt;br /&gt;
&lt;br /&gt;
Miners will '''channel underneath another miner''' if you let them. This bug is preventable, once you understand how digging works: dwarves always begin with the northwest most tile and work their way south until all designations in that column are complete.&lt;br /&gt;
&lt;br /&gt;
The simplest way to prevent this from happening is to turn off the mining of all dwarves save one. Here are some other, less restrictive solutions:&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
Designate channels in single columns. Leave the miners room to escape.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
███.███ ███.███ ███████ ███.███&lt;br /&gt;
█.....█ █12721█ █12345█ █12151█&lt;br /&gt;
█.212.█ █12621█ █12346█ █21214█&lt;br /&gt;
█.212.█ █12521█ █12347. █12131█&lt;br /&gt;
█.212.█ █12421█ █12346█ █21212█&lt;br /&gt;
█.....█ █12321█ █12345█ █12121█&lt;br /&gt;
███████ ███████ ███████ ███████&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001132 Ramps]===&lt;br /&gt;
The total number of tasks required to complete this method is higher than the above one, but allows your dwarves to safely channel without you keeping tabs on them. Create stairs leading to the lower level at the entrance, designate ramps on the lower level, use the z-designate to remove those ramps, and finally channel the stairway on the original level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 1            Step 2    Step 3&lt;br /&gt;
z0      z-1       z-1       z0&lt;br /&gt;
███.███ ███████   ███████   ███.███&lt;br /&gt;
█..&amp;gt;..█ █▲▲&amp;lt;▲▲█   █zz&amp;lt;zz█   █  _  █&lt;br /&gt;
█.....█ █▲▲▲▲▲█   █zzzzz█   █     █&lt;br /&gt;
█.....█ █▲▲▲▲▲█   █zzzzz█   █     █&lt;br /&gt;
█.....█ █▲▲▲▲▲█   █zzzzz█   █     █&lt;br /&gt;
█.....█ █▲▲▲▲▲█   █zzzzz█   █     █&lt;br /&gt;
███████ ███████   ███████   ███████&lt;br /&gt;
&lt;br /&gt;
Alternate Step 1&lt;br /&gt;
z0      z-1&lt;br /&gt;
███.███ ███████&lt;br /&gt;
███&amp;gt;███ █▲▲&amp;lt;▲▲█&lt;br /&gt;
███████ █▲▲▲▲▲█&lt;br /&gt;
███████ █▲▲▲▲▲█&lt;br /&gt;
███████ █▲▲▲▲▲█&lt;br /&gt;
███████ █▲▲▲▲▲█&lt;br /&gt;
███████ ███████&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stairs===&lt;br /&gt;
This method requires even more tasks overall to complete than the above one, but allows dwarves to safely dig multiple levels without supervision.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 1&lt;br /&gt;
z0      z-1         z-X     z-X-1&lt;br /&gt;
███.███ ███████     ███████ ███████&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█     █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█     █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█ ... █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█     █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
█&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;█ █XXXXX█     █XXXXX█ █&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;█&lt;br /&gt;
███████ ███████     ███████ ███████&lt;br /&gt;
&lt;br /&gt;
Step 2&lt;br /&gt;
z0      z-1&lt;br /&gt;
███.███ ███████&lt;br /&gt;
█__&amp;gt;__█ █XXXXX█&lt;br /&gt;
█_____█ █XXXXX█&lt;br /&gt;
█_____█ █XXXXX█&lt;br /&gt;
█_____█ █XXXXX█&lt;br /&gt;
█_____█ █XXXXX█&lt;br /&gt;
███████ ███████&lt;br /&gt;
&lt;br /&gt;
Step 3&lt;br /&gt;
z0      z-1&lt;br /&gt;
███.███ ███████&lt;br /&gt;
█  &amp;gt;  █ █__X__█&lt;br /&gt;
█     █ █_____█&lt;br /&gt;
█     █ █_____█&lt;br /&gt;
█     █ █_____█&lt;br /&gt;
█     █ █_____█&lt;br /&gt;
███████ ███████&lt;br /&gt;
&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Last Step&lt;br /&gt;
z-X-1&lt;br /&gt;
███████&lt;br /&gt;
█zz&amp;lt;zz█&lt;br /&gt;
█zzzzz█&lt;br /&gt;
█zzzzz█&lt;br /&gt;
█zzzzz█&lt;br /&gt;
█zzzzz█&lt;br /&gt;
███████&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25029</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25029"/>
		<updated>2007-12-16T06:21:45Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: rm dated info (bauxite now appears properly)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently, magma-safe materials are known to include [[iron]], [[steel]], [[bauxite]], and [[adamantine]], but currently it is difficult to control magma flow with floodgates since mechanisms must be made out of [[Rock|rocks]], most of which are non-magma-safe materials (Bauxite being a notable exception). [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=001614]&lt;br /&gt;
&lt;br /&gt;
Mechanisms made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma channel.  The mechanism on the trigger need not be magma-safe, only the one on the floodgate. In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C) {{verify}}&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C) {{verify}}&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
* [[ash|Ashes]]. If you can build a [[wood furnace]], you can follow up with a [[magma smelter]] (built of ashes) immediately. This might be a bug.{{version|0.27.169.33d}}&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5530</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5530"/>
		<updated>2007-12-16T05:48:41Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: moved all older version seeds to seed archive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
Since version 0.27.169.33f changed the way world generation works slightly, seeds from earlier versions will generate different worlds. Seeds from those versions are archived at [[Seed archive]].&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions (Or Fibonacci's sweet world) ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG]]&lt;br /&gt;
&lt;br /&gt;
Title: fibonacci&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 1123581321&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: random&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated under version v0.27.169.33e - intel processor/windowsXP - file included because other machines have had different results with more or less sand/flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick 16 rejects&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magna (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Continents of Mist ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/69121571/continents_of_mist.zip The Continents of Mist]&amp;lt;br/&amp;gt;&lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
(version v0.27.169.33a, seed 757133686, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version 0.23.169.33f or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
=== Seeds and maps with many features (May run slower on older computers) ===&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed_archive&amp;diff=32138</id>
		<title>Seed archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed_archive&amp;diff=32138"/>
		<updated>2007-12-16T05:47:57Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: archived from pregenerated worlds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is an archive page. Seeds for the current version can be found at [[Pregenerated worlds]].''&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The world generation code changed between versions 0.27.169.33e and 0.27.169.33f.  While the world map will be the same, the details will differ (e.g. rock layers are known to be different).  According to Toady, &amp;quot;I've changed the metal frequencies, so that's probably the point at which it will break down. Any stages after that will also be affected.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quick Generating Seeds ===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Seed 0: 0 Rejects and plenty of awesomeness ====&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, and over 7 volcanoes scattered around the map.  There also seems to be a nice variety of environments for your leisure. &lt;br /&gt;
&lt;br /&gt;
Here's a starting location with almost literally everything: trees, flux, a magma pocket (not visible from the surface, but only a few levels from the surface below the elevated area between the trees and the sand), all the basic metals, sand and adamantine.  There are many other really good sites in the squares around the same volcano, and several similarly ideal sites around volcanoes about six region tiles to the east and southeast.&lt;br /&gt;
&lt;br /&gt;
The dwarven town depicted is my own abandoned fortress; you won't see it when you play. Enjoy!&lt;br /&gt;
&lt;br /&gt;
[[Image:seed0volcano.png|The zen site - one with everything]].&lt;br /&gt;
&lt;br /&gt;
==== Seed 2: A Quick One ====&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;quot;Terrifying&amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seeda.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seedb.png]]&lt;br /&gt;
&lt;br /&gt;
====Seed 34: One Reject Seed====&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
==== Seed 987654321 - Quicky ====&lt;br /&gt;
''Title: STANDARD''&amp;lt;br/&amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
&lt;br /&gt;
==== Seed 120 (=lol!) ====&lt;br /&gt;
''It is a well known fact that when you write &amp;quot;lol&amp;quot; with 1337-language, it is written &amp;quot;101&amp;quot;. In binary, this is the same as the decimal number 5. This means that &amp;quot;lol!&amp;quot; = 5! From math we all(?) know that 5! = 120. Therefore: 120 = lol!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''But enough gibberish.''' This world has '''1 reject''' when using the '''seed 120'''&amp;lt;br/&amp;gt;&lt;br /&gt;
There is volcano in a forest with a river nearby, and an aquifier for challenge! To find it, its the 5th tile from the left, 4th tile from the bottom on the world map when choosing a site. Also check out two tiles to the right of this (still on the world map), and you will find a volcanic island! :D Searching around you will also find major rivers. In other words, a quick cool seed. Enjoy&lt;br /&gt;
&lt;br /&gt;
==== Seed 941486140: Zero rejects ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
==== Seed 71551: Another quickie ====&lt;br /&gt;
&lt;br /&gt;
5 Rejects.&lt;br /&gt;
&lt;br /&gt;
29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
&lt;br /&gt;
-Ilmuri&lt;br /&gt;
&lt;br /&gt;
==== Seed Toady One ====&lt;br /&gt;
Converting Toady One to numbers gives you 2015142505, assuming the space is a 0. The seed results in 3 rejects and &lt;br /&gt;
&amp;quot;the Momentous Universes of Vision&amp;quot;&lt;br /&gt;
A good world with lots of great rivers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Seed 752741768: 1 Reject, DF v0.27.169.33d====&lt;br /&gt;
Created in DF v0.27.169.33d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:STANDARD]&lt;br /&gt;
	[SEED:752741768]&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_33d.jpg]][[Image:See_magma_2.jpg]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seeds and maps with many features (May run slower on older computers) ===&lt;br /&gt;
----&lt;br /&gt;
==== Seed 2577317804: Volcano Amidst a Thick Forest ====&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
==== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ====&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 3089130238: Isolated feature-rich mountain ====&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 3706678589: The Domain of Dragons...? ====&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Seed 3416680544: The World of Griffons ====&lt;br /&gt;
Seed:3416680544&lt;br /&gt;
Rejections: 43&lt;br /&gt;
Name: The World of Griffons&lt;br /&gt;
F1 Biome, Mountain: Felsite, Diorite, Gabbro&lt;br /&gt;
F2 Biome, Taiga: Sand, Black sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F3 Biome, Taiga: Sand, Marble, Gneiss, Gabbro&lt;br /&gt;
F4 Biome, Temperate Conifer Forest: Sand, Black Sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F5 Biome, Taiga: Loam, Basalt, Schist, Diorite&lt;br /&gt;
F6 Biome, Temperate Conifer Forest: Silt loam, Felsite, Diorite, Gabbro&lt;br /&gt;
This looks like a pretty nice, but possibly difficult area to settle (for me). It's got a chasm, river, and magma. To start it has some Aluminum and Native gold, as well as a few clusters of gems exposed right along the chasm. Hope the chasm dwelling critters aren't too much of a problem. There's flux, and early magnetite(I think), so you've probably got no issue for steel, either. It will not be hard to find this spot on the map, since it is basically where the cursor starts to begin with, I simply sized it up to get the maximum amount of biomes, feel free to shrink or grow it as you wish. All biomes are Freezing Wilderness surroundings. Here's a pic for good measure.&lt;br /&gt;
[[Image:Griffonmap.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1149670256 ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1621458352 ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
==== Seed 4265985437: A little bit of everything ====&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. Note that it was generated on windows XP, and may be different on another OS. The only thing it lacks is sand, however if you don't mind changing a raw file you can edit kimberlite to form in a cluster instead of a vein and can get sand.&lt;br /&gt;
This makes kimberlite actually appear, which apparently mixes up the entire mineral chart of generated worlds. With this change in place, the exact same location pictured in the image has an area with basalt and 2 layers of gabbro on the lower section, chalk gneiss and diorite on the upper section, and black sand/dolomite/granite/diorite on the rightmost square with sparse trees. All the other features remain intact.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 957776166: 11 Volcanos ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
==== Seed 891230954: Resource heaven ====&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1010101010: 4 Volcano Cluster ====&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ====&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
&lt;br /&gt;
'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
&lt;br /&gt;
'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
&lt;br /&gt;
'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
&lt;br /&gt;
'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
&lt;br /&gt;
'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
&lt;br /&gt;
'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
&lt;br /&gt;
'''9.''' a small selection of trees and shrubs&lt;br /&gt;
&lt;br /&gt;
'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
&lt;br /&gt;
'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
&lt;br /&gt;
'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
&lt;br /&gt;
[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 7185120: Snow-Encrusted ====&lt;br /&gt;
&lt;br /&gt;
126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
&lt;br /&gt;
This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
&lt;br /&gt;
Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ====&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has 113 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 2967067655: An interesting site with a lot to offer ====&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
==== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ====&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Volcano + Vent surveys ====&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 92003: Respectable site, probably comparable to Paul's ====&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 2536495025: Another respectable site ====&lt;br /&gt;
&lt;br /&gt;
On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
&lt;br /&gt;
Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
&lt;br /&gt;
==== Seed 473220798 - A quirky one ====&lt;br /&gt;
The parameter title, not name, was &amp;quot;SEED&amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1205746126, Waterfall, Magma, Trees, Chalk, Sand, Minerals ====&lt;br /&gt;
&lt;br /&gt;
Need to select random name, which turns out to be &amp;quot;Sil Num&amp;quot;, created with version 33a or 33b.&lt;br /&gt;
Unfortunately it takes a *long* time because of 266 rejects !&lt;br /&gt;
&lt;br /&gt;
Nice starting site with nearly everything. Of particular note is the 9 level high waterfall in the SE corner of the selected region.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall-1205746126-location.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1639366901,  A location with practically everything ====&lt;br /&gt;
&lt;br /&gt;
46 rejects.&lt;br /&gt;
&lt;br /&gt;
This seed was the first I created, it has several volcano vents, but one in particular is just fantastic.  I can't remember the exact location, but a survey of all the volcano vents will eventually locate it.  &lt;br /&gt;
&lt;br /&gt;
(The starting location shown here is 7 up from the bottom, 7 in from the right on the world map, on a superscript 'n' -- [[User:Hapes|Hapes]])&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldofdragons.PNG]]&lt;br /&gt;
&lt;br /&gt;
Sand Types:  White and Red&lt;br /&gt;
Ore:  Iron, Aluminum and Adamantite... plus a lot more&lt;br /&gt;
Traders:  Dwarves, Elves, Humans&lt;br /&gt;
On-Map opposition:  Kobolds, Antmen, troglodytes, giant spiders. magmamen and more.&lt;br /&gt;
&lt;br /&gt;
Major Geographic features:  &lt;br /&gt;
&lt;br /&gt;
1) The river runs through a canyon, the northern half runs through a red sand basin, the bottom through lush forest.&lt;br /&gt;
&lt;br /&gt;
2) The canyon walls are sheer faces... there is no way to walk out of the river bed into the upper hills!&lt;br /&gt;
&lt;br /&gt;
3) The east bank has the magma, and white sand on the upper tiers to the north, and forests to the south. Be warned, magma channelers: There's a cave river directly below the eastern canyon cliff face. I lost a game by hitting that and overflowing. :/&lt;br /&gt;
&lt;br /&gt;
4) The west bank has a bottomless chasm, and tons of kobolds, trogs, antmen, giant spiders and probably more.  And is scattered with loot!  It appears the kobolds have been ambushing caravans for a while.... can you stop them?&lt;br /&gt;
&lt;br /&gt;
5) Torture chamber, underground river... so actually, it does have everything.&lt;br /&gt;
&lt;br /&gt;
Also:  The kobolds will actually ambush a caravan or two if you are lucky!&lt;br /&gt;
&lt;br /&gt;
And on and on.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1912015873: Mirthful Mountains ====&lt;br /&gt;
&lt;br /&gt;
This produces about 52 rejects, but some of them do a lot of thinking.&lt;br /&gt;
&lt;br /&gt;
In the middle of the map is a huge range of mirthful mountains.&lt;br /&gt;
&lt;br /&gt;
Whatever you'd want them for.&lt;br /&gt;
&lt;br /&gt;
==== Seed 2937366080: Palin's Epic Seed ====&lt;br /&gt;
Taken from: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001161 Bay 12 Forums Thread]&lt;br /&gt;
&lt;br /&gt;
8 quick rejects.&lt;br /&gt;
&lt;br /&gt;
'''Generate with a random name.'''&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
Water Source, Iron, Limestone, Magma, Wood, Black Sand, Pit, Chasm, Massive amounts of gold and tetrahedrite, Considerable quantities of silver, platinum and gemstones, 20 layers of stone, Contact with all races.&lt;br /&gt;
&lt;br /&gt;
If you extend the area selection upwards by one, you can also find a natural waterfall that falls five levels or so, and if you extend the area selection downwards a few squares there's an underground river.&lt;br /&gt;
 &lt;br /&gt;
[[IMAGE:6ug4qyr.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 3508182976: VonGuard's seed ====&lt;br /&gt;
Has at least one place where you get an aquifer-free volcano with nearby water, sand, trees, etc.&lt;br /&gt;
&lt;br /&gt;
==== Seed 3273382988: Terrifying, Lava, Chasm, Cave River, Cave Lake, Iron (Magnetite), Mineral Rich ==== &lt;br /&gt;
&lt;br /&gt;
[[Image:Ewe.jpg]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3273382988]&lt;br /&gt;
&lt;br /&gt;
40 or so rejects.&lt;br /&gt;
&lt;br /&gt;
This is 90% the way to the seed of destiny that I've been looking for. What is missing:&lt;br /&gt;
&lt;br /&gt;
- Sand&lt;br /&gt;
- Adamantium (It's there, but in the opposite corner as everything else)&lt;br /&gt;
- Flux&lt;br /&gt;
&lt;br /&gt;
There is some flexibility in how you set up the fortress. The image above is what I'm using right now, but you can go in different directions and capture different features and mineral quantities.&lt;br /&gt;
&lt;br /&gt;
Location:&lt;br /&gt;
&lt;br /&gt;
World: 6 right, 2 down&lt;br /&gt;
Region: 8 right 8 down&lt;br /&gt;
&lt;br /&gt;
==== Seed 2401237437: Sand, Mountains, Magma, Chasms, Small Aquifer Area, Zombie Camels ====&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:2401237437]&lt;br /&gt;
77 Rejects&lt;br /&gt;
&lt;br /&gt;
[[Image:2401237437.jpg]]&lt;br /&gt;
&lt;br /&gt;
Clean white sand and an aquifer to the east, mountains to the west. There are two chasms, a caldera to the west of the magma tube, a spiderweb one to the north. There are some zombified camels running around and assorted chasm dwellers. Minerals are average, not very good for steel.&lt;br /&gt;
&lt;br /&gt;
==== Seed 19860728: Magma, River, Aboveground &amp;quot;Cave Lake&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Found by Lord Dullard on the Bay 12 Games forum.&lt;br /&gt;
&lt;br /&gt;
'''Just thought I'd share this, as it's the coolest map I've seen generated yet. Of significant interest are the magma vent, the river (and its source), the *really* neat 'amphitheater' cave lake, and visible deposits of platinum/gold/hematite/aluminum/et cetera. There's a lot of stuff of note on the other Z-levels as well, including a fourteen or fifteen-level drop from the cliffs to the south.'''&lt;br /&gt;
&lt;br /&gt;
The cave lake is actually exposed to the surface (an entryway about 15 tiles wide leading directly to the surface, but roofed in by stone to keep the &amp;quot;cave lake&amp;quot; designation, and goes quite deep.&lt;br /&gt;
&lt;br /&gt;
[[Image:df-19860728.png]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5529</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5529"/>
		<updated>2007-12-16T04:56:32Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: added note about world generation change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
Please note that version 0.27.169.33f changed the way world generation works slightly. Seeds from earlier versions will generate different worlds.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions (Or Fibonacci's sweet world) ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG]]&lt;br /&gt;
&lt;br /&gt;
Title: fibonacci&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 1123581321&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: random&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated under version v0.27.169.33e - intel processor/windowsXP - file included because other machines have had different results with more or less sand/flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick 16 rejects&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magna (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Continents of Mist ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/69121571/continents_of_mist.zip The Continents of Mist]&amp;lt;br/&amp;gt;&lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
(version v0.27.169.33a, seed 757133686, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The world generation code changed between versions 0.27.169.33e and 0.27.169.33f.  While the world map will be the same, the details will differ (e.g. rock layers are known to be different).  According to Toady, &amp;quot;I've changed the metal frequencies, so that's probably the point at which it will break down. Any stages after that will also be affected.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
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To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
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The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
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Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
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A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
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=== Quick Generating Seeds ===&lt;br /&gt;
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==== Seed 0: 0 Rejects and plenty of awesomeness ====&lt;br /&gt;
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This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
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[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, and over 7 volcanoes scattered around the map.  There also seems to be a nice variety of environments for your leisure. &lt;br /&gt;
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Here's a starting location with almost literally everything: trees, flux, a magma pocket (not visible from the surface, but only a few levels from the surface below the elevated area between the trees and the sand), all the basic metals, sand and adamantine.  There are many other really good sites in the squares around the same volcano, and several similarly ideal sites around volcanoes about six region tiles to the east and southeast.&lt;br /&gt;
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The dwarven town depicted is my own abandoned fortress; you won't see it when you play. Enjoy!&lt;br /&gt;
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[[Image:seed0volcano.png|The zen site - one with everything]].&lt;br /&gt;
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==== Seed 2: A Quick One ====&lt;br /&gt;
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This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
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Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
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The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
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'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
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'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
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'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
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'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
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'''Climate:''' [[Temperate]]&lt;br /&gt;
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'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
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'''Generation Features:''' Only 3 rejections&lt;br /&gt;
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[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
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* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;quot;Terrifying&amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
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[[Image:Df_seeda.png]]&lt;br /&gt;
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[[Image:Df_seedb.png]]&lt;br /&gt;
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====Seed 34: One Reject Seed====&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
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==== Seed 987654321 - Quicky ====&lt;br /&gt;
''Title: STANDARD''&amp;lt;br/&amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
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==== Seed 120 (=lol!) ====&lt;br /&gt;
''It is a well known fact that when you write &amp;quot;lol&amp;quot; with 1337-language, it is written &amp;quot;101&amp;quot;. In binary, this is the same as the decimal number 5. This means that &amp;quot;lol!&amp;quot; = 5! From math we all(?) know that 5! = 120. Therefore: 120 = lol!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''But enough gibberish.''' This world has '''1 reject''' when using the '''seed 120'''&amp;lt;br/&amp;gt;&lt;br /&gt;
There is volcano in a forest with a river nearby, and an aquifier for challenge! To find it, its the 5th tile from the left, 4th tile from the bottom on the world map when choosing a site. Also check out two tiles to the right of this (still on the world map), and you will find a volcanic island! :D Searching around you will also find major rivers. In other words, a quick cool seed. Enjoy&lt;br /&gt;
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==== Seed 941486140: Zero rejects ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
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==== Seed 71551: Another quickie ====&lt;br /&gt;
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5 Rejects.&lt;br /&gt;
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29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
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-Ilmuri&lt;br /&gt;
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==== Seed Toady One ====&lt;br /&gt;
Converting Toady One to numbers gives you 2015142505, assuming the space is a 0. The seed results in 3 rejects and &lt;br /&gt;
&amp;quot;the Momentous Universes of Vision&amp;quot;&lt;br /&gt;
A good world with lots of great rivers.&lt;br /&gt;
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==== Seed 752741768: 1 Reject, DF v0.27.169.33d====&lt;br /&gt;
Created in DF v0.27.169.33d.&lt;br /&gt;
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[WORLD_GEN]&lt;br /&gt;
	[TITLE:STANDARD]&lt;br /&gt;
	[SEED:752741768]&lt;br /&gt;
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[[Image:Seed_33d.jpg]][[Image:See_magma_2.jpg]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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=== Seeds and maps with many features (May run slower on older computers) ===&lt;br /&gt;
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==== Seed 2577317804: Volcano Amidst a Thick Forest ====&lt;br /&gt;
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VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
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[[Image:Volcano.jpg]]&lt;br /&gt;
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The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
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==== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ====&lt;br /&gt;
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This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
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Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
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[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
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==== Seed 3089130238: Isolated feature-rich mountain ====&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
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'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
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'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
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'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
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'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
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'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
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'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
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'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
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[[Image:3089130238.PNG]]&lt;br /&gt;
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==== Seed 3706678589: The Domain of Dragons...? ====&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
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==== Seed 3416680544: The World of Griffons ====&lt;br /&gt;
Seed:3416680544&lt;br /&gt;
Rejections: 43&lt;br /&gt;
Name: The World of Griffons&lt;br /&gt;
F1 Biome, Mountain: Felsite, Diorite, Gabbro&lt;br /&gt;
F2 Biome, Taiga: Sand, Black sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F3 Biome, Taiga: Sand, Marble, Gneiss, Gabbro&lt;br /&gt;
F4 Biome, Temperate Conifer Forest: Sand, Black Sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F5 Biome, Taiga: Loam, Basalt, Schist, Diorite&lt;br /&gt;
F6 Biome, Temperate Conifer Forest: Silt loam, Felsite, Diorite, Gabbro&lt;br /&gt;
This looks like a pretty nice, but possibly difficult area to settle (for me). It's got a chasm, river, and magma. To start it has some Aluminum and Native gold, as well as a few clusters of gems exposed right along the chasm. Hope the chasm dwelling critters aren't too much of a problem. There's flux, and early magnetite(I think), so you've probably got no issue for steel, either. It will not be hard to find this spot on the map, since it is basically where the cursor starts to begin with, I simply sized it up to get the maximum amount of biomes, feel free to shrink or grow it as you wish. All biomes are Freezing Wilderness surroundings. Here's a pic for good measure.&lt;br /&gt;
[[Image:Griffonmap.png]]&lt;br /&gt;
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==== Seed 1149670256 ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
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Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
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==== Seed 1621458352 ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
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To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
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The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
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It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
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==== Seed 4265985437: A little bit of everything ====&lt;br /&gt;
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This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. Note that it was generated on windows XP, and may be different on another OS. The only thing it lacks is sand, however if you don't mind changing a raw file you can edit kimberlite to form in a cluster instead of a vein and can get sand.&lt;br /&gt;
This makes kimberlite actually appear, which apparently mixes up the entire mineral chart of generated worlds. With this change in place, the exact same location pictured in the image has an area with basalt and 2 layers of gabbro on the lower section, chalk gneiss and diorite on the upper section, and black sand/dolomite/granite/diorite on the rightmost square with sparse trees. All the other features remain intact.&lt;br /&gt;
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'''Features:''' &lt;br /&gt;
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'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
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'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
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'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
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'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
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'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
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'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
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'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
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'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
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The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
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Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
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[[Image:4265985437.PNG]]&lt;br /&gt;
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==== Seed 957776166: 11 Volcanos ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
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Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
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On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
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Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
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==== Seed 891230954: Resource heaven ====&lt;br /&gt;
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Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
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[[Image:df_891230954.PNG]]&lt;br /&gt;
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==== Seed 1010101010: 4 Volcano Cluster ====&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
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[[Image:Volcanocluster.PNG]]&lt;br /&gt;
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==== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ====&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
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This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
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'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
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'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
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'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
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'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
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'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
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'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
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'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
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'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
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'''9.''' a small selection of trees and shrubs&lt;br /&gt;
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'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
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'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
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'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
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'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
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[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
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==== Seed 7185120: Snow-Encrusted ====&lt;br /&gt;
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126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
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This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
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Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
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==== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ====&lt;br /&gt;
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Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has 113 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
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[[image:Steelglass fortress.png]]&lt;br /&gt;
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==== Seed 2967067655: An interesting site with a lot to offer ====&lt;br /&gt;
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It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
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The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
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[[image:SiteLocation.png]]&lt;br /&gt;
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If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
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-Helo&lt;br /&gt;
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==== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ====&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Volcano + Vent surveys ====&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 92003: Respectable site, probably comparable to Paul's ====&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 2536495025: Another respectable site ====&lt;br /&gt;
&lt;br /&gt;
On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
&lt;br /&gt;
Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
&lt;br /&gt;
==== Seed 473220798 - A quirky one ====&lt;br /&gt;
The parameter title, not name, was &amp;quot;SEED&amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1205746126, Waterfall, Magma, Trees, Chalk, Sand, Minerals ====&lt;br /&gt;
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Need to select random name, which turns out to be &amp;quot;Sil Num&amp;quot;, created with version 33a or 33b.&lt;br /&gt;
Unfortunately it takes a *long* time because of 266 rejects !&lt;br /&gt;
&lt;br /&gt;
Nice starting site with nearly everything. Of particular note is the 9 level high waterfall in the SE corner of the selected region.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall-1205746126-location.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1639366901,  A location with practically everything ====&lt;br /&gt;
&lt;br /&gt;
46 rejects.&lt;br /&gt;
&lt;br /&gt;
This seed was the first I created, it has several volcano vents, but one in particular is just fantastic.  I can't remember the exact location, but a survey of all the volcano vents will eventually locate it.  &lt;br /&gt;
&lt;br /&gt;
(The starting location shown here is 7 up from the bottom, 7 in from the right on the world map, on a superscript 'n' -- [[User:Hapes|Hapes]])&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldofdragons.PNG]]&lt;br /&gt;
&lt;br /&gt;
Sand Types:  White and Red&lt;br /&gt;
Ore:  Iron, Aluminum and Adamantite... plus a lot more&lt;br /&gt;
Traders:  Dwarves, Elves, Humans&lt;br /&gt;
On-Map opposition:  Kobolds, Antmen, troglodytes, giant spiders. magmamen and more.&lt;br /&gt;
&lt;br /&gt;
Major Geographic features:  &lt;br /&gt;
&lt;br /&gt;
1) The river runs through a canyon, the northern half runs through a red sand basin, the bottom through lush forest.&lt;br /&gt;
&lt;br /&gt;
2) The canyon walls are sheer faces... there is no way to walk out of the river bed into the upper hills!&lt;br /&gt;
&lt;br /&gt;
3) The east bank has the magma, and white sand on the upper tiers to the north, and forests to the south. Be warned, magma channelers: There's a cave river directly below the eastern canyon cliff face. I lost a game by hitting that and overflowing. :/&lt;br /&gt;
&lt;br /&gt;
4) The west bank has a bottomless chasm, and tons of kobolds, trogs, antmen, giant spiders and probably more.  And is scattered with loot!  It appears the kobolds have been ambushing caravans for a while.... can you stop them?&lt;br /&gt;
&lt;br /&gt;
5) Torture chamber, underground river... so actually, it does have everything.&lt;br /&gt;
&lt;br /&gt;
Also:  The kobolds will actually ambush a caravan or two if you are lucky!&lt;br /&gt;
&lt;br /&gt;
And on and on.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1912015873: Mirthful Mountains ====&lt;br /&gt;
&lt;br /&gt;
This produces about 52 rejects, but some of them do a lot of thinking.&lt;br /&gt;
&lt;br /&gt;
In the middle of the map is a huge range of mirthful mountains.&lt;br /&gt;
&lt;br /&gt;
Whatever you'd want them for.&lt;br /&gt;
&lt;br /&gt;
==== Seed 2937366080: Palin's Epic Seed ====&lt;br /&gt;
Taken from: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001161 Bay 12 Forums Thread]&lt;br /&gt;
&lt;br /&gt;
8 quick rejects.&lt;br /&gt;
&lt;br /&gt;
'''Generate with a random name.'''&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
Water Source, Iron, Limestone, Magma, Wood, Black Sand, Pit, Chasm, Massive amounts of gold and tetrahedrite, Considerable quantities of silver, platinum and gemstones, 20 layers of stone, Contact with all races.&lt;br /&gt;
&lt;br /&gt;
If you extend the area selection upwards by one, you can also find a natural waterfall that falls five levels or so, and if you extend the area selection downwards a few squares there's an underground river.&lt;br /&gt;
 &lt;br /&gt;
[[IMAGE:6ug4qyr.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 3508182976: VonGuard's seed ====&lt;br /&gt;
Has at least one place where you get an aquifer-free volcano with nearby water, sand, trees, etc.&lt;br /&gt;
&lt;br /&gt;
==== Seed 3273382988: Terrifying, Lava, Chasm, Cave River, Cave Lake, Iron (Magnetite), Mineral Rich ==== &lt;br /&gt;
&lt;br /&gt;
[[Image:Ewe.jpg]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3273382988]&lt;br /&gt;
&lt;br /&gt;
40 or so rejects.&lt;br /&gt;
&lt;br /&gt;
This is 90% the way to the seed of destiny that I've been looking for. What is missing:&lt;br /&gt;
&lt;br /&gt;
- Sand&lt;br /&gt;
- Adamantium (It's there, but in the opposite corner as everything else)&lt;br /&gt;
- Flux&lt;br /&gt;
&lt;br /&gt;
There is some flexibility in how you set up the fortress. The image above is what I'm using right now, but you can go in different directions and capture different features and mineral quantities.&lt;br /&gt;
&lt;br /&gt;
Location:&lt;br /&gt;
&lt;br /&gt;
World: 6 right, 2 down&lt;br /&gt;
Region: 8 right 8 down&lt;br /&gt;
&lt;br /&gt;
==== Seed 2401237437: Sand, Mountains, Magma, Chasms, Small Aquifer Area, Zombie Camels ====&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:2401237437]&lt;br /&gt;
77 Rejects&lt;br /&gt;
&lt;br /&gt;
[[Image:2401237437.jpg]]&lt;br /&gt;
&lt;br /&gt;
Clean white sand and an aquifer to the east, mountains to the west. There are two chasms, a caldera to the west of the magma tube, a spiderweb one to the north. There are some zombified camels running around and assorted chasm dwellers. Minerals are average, not very good for steel.&lt;br /&gt;
&lt;br /&gt;
==== Seed 19860728: Magma, River, Aboveground &amp;quot;Cave Lake&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Found by Lord Dullard on the Bay 12 Games forum.&lt;br /&gt;
&lt;br /&gt;
'''Just thought I'd share this, as it's the coolest map I've seen generated yet. Of significant interest are the magma vent, the river (and its source), the *really* neat 'amphitheater' cave lake, and visible deposits of platinum/gold/hematite/aluminum/et cetera. There's a lot of stuff of note on the other Z-levels as well, including a fourteen or fifteen-level drop from the cliffs to the south.'''&lt;br /&gt;
&lt;br /&gt;
The cave lake is actually exposed to the surface (an entryway about 15 tiles wide leading directly to the surface, but roofed in by stone to keep the &amp;quot;cave lake&amp;quot; designation, and goes quite deep.&lt;br /&gt;
&lt;br /&gt;
[[Image:df-19860728.png]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5869</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5869"/>
		<updated>2007-12-16T04:47:56Z</updated>

		<summary type="html">&lt;p&gt;Turgid Bolk: /* Living among them */ copyedit and cleaned up paragraphs, rm in progress template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more goblin &amp;quot;snatchers&amp;quot; may arrive and attempt to kidnap any children they come across. They are quite stealthy (better than kobolds, anyway) and can get well into your fortress before being discovered. After a few attempts goblin master thieves will start showing up – besides being generally more competent, these can also evade traps. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding beak dogs as cavalry.&lt;br /&gt;
&lt;br /&gt;
Goblins carry somewhat valuable gear.  They often wear silk or plant fiber clothing, sometimes they wear [[steel]] armor that can be melted down, and some may have steel weapons and crossbow bolts.  Goblin clothing is considered &amp;quot;narrow&amp;quot; and dwarves cannot wear it.  Goblin bones  and skulls are not particularly valuable.&lt;br /&gt;
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== Living among them ==&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. If you take on this challenge, be careful in choosing a starting position; if your wagon starts inside the stronghold, your dwarves will probably come to a brief and bloody end. Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers.&lt;br /&gt;
&lt;br /&gt;
Because the goblin master thieves can avoid your traps, it's useful to chain a few war dogs at the entrance. Cage traps also seem to be more effective than other traps at catching those sneaking goblin masters.{{verify}}&lt;br /&gt;
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=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
If starting in a goblin fort you should definitely ditch your anvil. If you have a soil level you can probably get by bringing less food and less booze, thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of meat. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Turgid Bolk</name></author>
	</entry>
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