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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=134217</id>
		<title>v0.31 Talk:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=134217"/>
		<updated>2010-12-30T20:07:22Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup==&lt;br /&gt;
Pathfinding. What is it doing here? I cleaned up the last bit about 'digging extends burrows.' It doesn't, but I get what the original writer was trying to convey: burrow residents can only mine inside their burrow, burrows can extend past currently dug-out areas and into solid rock, which can then be mined by residents, up to the limits of that burrow. Also, I'm creating a section for &amp;quot;uses for burrows.&amp;quot; Of course, there is the civilian alert, we should explain that here. Then there is the current single piece of advice: restricting craftsdwarfs to certain workshops/stockpiles. But there are many more uses for burrows than that. Getting your trader to the depot. Workaround for the nobles bug. Setting up little hidey holes for outdoor workers and getting them into one when the gobbos attack. Urist McSwitchPuller. Any other things? [[User:GhostDwemer|GhostDwemer]] 23:25, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
I've created a burrow, essentially the inside of my fortress. I added all of my civilians to the burrow. They now all stay in the burrow. The only problem is, I can't figure how to get dwarves to ignore the burrow. Essentially what I want is be able to create an All Inside alert, and while its not on for dwarves to be able to go anywhere. How do I do this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.96.222.115|99.96.222.115]]&amp;lt;/small&amp;gt;&lt;br /&gt;
* Answer:  Assign NO dwarves to the burrow, assign the burrow to the alert, and when you need your civilians to stay inside, change the Civilian Alert to the alert with the burrow ({{k|m}}, {{k|a}}, highlight alert name, {{k|Enter}}). --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
How do I restrict civilian dwarves to a specific burrow? --[[User:Markavian|Markavian]] 23:47, 4 April 2010 (UTC)&lt;br /&gt;
* Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --[[User:Markavian|Markavian]] 09:00, 5 April 2010 (UTC)&lt;br /&gt;
* Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
::How do I set civilians to an alert state?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:05, 17 August 2010 (UTC)&lt;br /&gt;
::: Define a burrow. Go to the military screen. Go to the alerts screen. Highlight Active/Training (the alert state you want to add the burrow to) and then select the burrow from the list on the right. Now the Active/Training alert state includes a burrow that restricts only civilians, and only when the civilian alert state is set. To do so, simply highlight the alert you want and press enter. To un-restrict civilians, select the 'Inactive' alert state and hit enter. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:GhostDwemer|GhostDwemer]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki&lt;br /&gt;
* Answer: No. He will head outside the burrow to look for food or drink. [[Special:Contributions/216.110.94.227|216.110.94.227]] 17:50, 16 April 2010 (UTC)&lt;br /&gt;
*Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
** Are you sure they will leave to sleep?  I set up a burrow as outlined in &amp;quot;Burrows as Dedicated Workshops&amp;quot; (a workshop and a stockpile) and the worker insists on sleeping in his workshop rather than going back to his bedroom. -[[User:Aristoi|Aristoi]] 20:07, 30 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I revert to the old military system?&lt;br /&gt;
&lt;br /&gt;
*Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will a dwarf remain injured, or will he path to a hospital if injured regardless of burrow location? [[Special:Contributions/97.103.188.15|97.103.188.15]] 01:11, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I restrict only animals to a certain burrow? [[User:Richards|Richards]] 04:38, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: Animals ignore burrow's, you can't restrict them.  They do like meeting areas, cages, and chains though.  Or just i -&amp;gt; Pit them into holding room with no exits. --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will dwarves cross non burrow territory if two parts of the same burrow aren't connected?  &lt;br /&gt;
If I make a travel burrow containing all the halls/main stair ways, a mason's burrow, and a stone stockpile burrow.  Then assign the masons to all three.  Will the dwarves take from one burrow, travel through another, and work in the third? (I need a dwarftherapist for burrows...) --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
:Yes to the first, only coincidentally (&amp;quot;the burrow covers where they travel&amp;quot;, not &amp;quot;they travel within the burrow&amp;quot;) to the second. --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Digging into walls does not expand the burrow into it as expected.  It only does this if you already selected the non-dug out space to be part of the burrow.  So it's like an invisible part of the burrow.  So, for example, if you selected the entire z-level as a burrow, then everything you dig out would become part of that burrow also.  But if you use the mouse to only select a single room to be part of a burrow, digging one or two spaces might be added to the burrow but any further will not.--[[User:Lemunde|Lemunde]] 14:13, August 21 2010 (EST)&lt;br /&gt;
: I find that they stop acting as if there is invisible burrow after a bit.  Is this common or am I somehow deselecting? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.66.78.121|99.66.78.121]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:: The end of the &amp;quot;invisible burrow&amp;quot; would be the end of where you previously defined the burrow.  Define it ten squares deeper into the unknown, and your burrow-restricted miners will dig out those ten squares. --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''How do I make haulers work with burrows?''' If I have a hauler assigned to a burrow with a stockpile in it accepting i.e logs, and there happens to be logs outside the burrow, he will attempt to do haul the outside logs into the burrow, only to realize it is inaccessible and cancel the job. Over and over and over. Leading to mass cancellation spam and dwarves sitting in one spot trying to do the same failing job repeatedly. --[[User:Hulbral|Hulbral]] 17:07, 18 December 2010 (UTC)&lt;br /&gt;
: Define burrows covering everywhere the haulers might need to work.  Forbid everything not inside a burrow.  Unassign your haulers from the burrows.  Why are your haulers assigned to burrows, anyways? --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pathfinding==&lt;br /&gt;
with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
:Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. [[User:Vattic|Vattic]] 22:45, 7 April 2010 (UTC)&lt;br /&gt;
::The pathing problems were fixed in 0.31.03 [[User:Immibis|Immibis]] 07:52, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the pathfinding section belong in the Burrow page, or should it have its own? --[[User:HammerDave|HammerDave]] 16:39, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves path out of burrow ==&lt;br /&gt;
&lt;br /&gt;
I've noticed quite a few times during the last siege a potential pitfall in using the burrow system. I all my civilians assigned to a large burrow covering most of my fortress.  I had dwarves take hauling jobs for items in another part of the fortress, but in the course of going there, they took a path that led them outside their assigned burrow.  I made a mistake in that I didn't realize that the only path they had available was through a dangerous area, its possible they would have not gone outside if another but possibly longer path had been available. -[[Special:Contributions/99.68.98.63|99.68.98.63]] 18:26, 11 September 2010 (UTC)&lt;br /&gt;
:Yes, if the longer, safe path was part of the burrow and the shorter one wasn't. [[User:Speed112|Speed112]] 22:00, 11 September 2010 (UTC)&lt;br /&gt;
::No.  Dwarves ignore burrows for pathfinding purposes. --[[User:DeMatt|DeMatt]] 06:32, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I just wanted to see if anyone else has seen this... I was recently trying out the burrow system. After I assigned civilians to my burrow, they started tripping all the weapon traps I had set. Also, for some reason, they all ended up outside. Has anyone else had this problem?&lt;br /&gt;
Edit: Upon further inspection, a fair number of dwarves managed to get out of my completely sealed fort. I went to great lengths to make certain that there was no way in or out unless I activated a series of bridges. all of these were still in their raised/uncrossable positions. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:173.67.14.124|173.67.14.124]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Define only rooms, or need to define pathing/stairs? ==&lt;br /&gt;
&lt;br /&gt;
The big question in that article that isn't covered is the most basic.. when you're defining/using burrows, do you need to define the pathing between the blocks you select, or will the AI pathfind between them? Second point, if you DO define a route (to prevent dangerous pathfinding) will they use the route or pathfind outside of it if there is a 'shorter route'? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: No.  Dwarves can and will pathfind between unconnected, or connected, segments of burrow.  They won't keep their path within a burrow even if it is the shortest path, unless it happens to be the path they'd pick anyways.&lt;br /&gt;
: That said, I define &amp;quot;stairs and accessways&amp;quot; as a separate burrow anyways, so my dwarves can perform jobs within them while my fortress is buttoned up (I only use burrows for the &amp;quot;restrict to fort&amp;quot; capability).  Also note that [[DF2010:Note#Patrol Routes|routes]] are something different - they're for your military - just in case you meant actual &amp;quot;routes-following-Notes&amp;quot; routes and not just the word. --[[User:DeMatt|DeMatt]] 21:33, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So bottom line.. can't trust burrows to deliver ammo/food/drinks to remote stocks because they may path into danger? Seems strange.. [[User:Pathaugen|Pathaugen]] 05:15, 10 November 2010 (UTC)&lt;br /&gt;
::: No, you can't use burrows to guide your dwarves.  They merely restrict what the dwarf looks for, rather than how he sets about getting to it.  If you want to avoid fixed dangers, you can use the [[Traffic]] designations - set your preferred path as a High-traffic area, and place Low- or Restricted-traffic areas around it to further encourage the dwarves to stay on the path. --[[User:DeMatt|DeMatt]] 11:40, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hammerer's Burrow ==&lt;br /&gt;
Is it possible to assign the Hammerer to a burrow instead of crippling him? That would stop him from slaughtering my legendary workers in an very easy way.  --[[User:Blur|Blur]] 19:14, 25 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=120223</id>
		<title>v0.31 Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=120223"/>
		<updated>2010-07-05T00:09:10Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Friendly Enemies==&lt;br /&gt;
&lt;br /&gt;
When I attempted a reclaim, all the goblins that were there before were marked as friendly.  I organized a military squad and tried to kill one, all my dwarves had the task to kill him, but they just stood around him doing nothing.  The Goblins occasionally move, but besides that they do nothing. --[[User:Ralthor|Ralthor]] 05:33, 4 April 2010 (UTC)&lt;br /&gt;
:That's not new to this version; it's an old bug with enemies from civilizations (embarking on a goblin tower has the same effect). When you get your first goblin siege they should all become hostile once again. --[[User:Retro|Retro]] 06:22, 4 April 2010 (UTC)&lt;br /&gt;
:I tried to reclaim a fortress that was overun by Demons previously....Demons were ''not'' set to friendly --[[User:Kuroneko|Kuroneko]] 14:53, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scattering==&lt;br /&gt;
&lt;br /&gt;
I reclaimed a fortress that had fallen to Goblins and my reclaiming Dwarves were attacked by a Forgotten Beast moments after arival.  It was odd enough that it was on the surface, but the previous inhabitants of the fortress hadn't actually descovered the Beast and had infact walled themselves inside thier fortress before meeting thier end; the Cavern this Beast (I assume) inhabited had been tunneled into, however.  Anyway, it begs the question; are creatures scattered randomly around the map in the same way that Items are upon Fortress reclaim? -- Morgoth883 12:52, 27 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I believe so.  I managed to scatter an entire human caravan, they're still wandering around.  Gonna have to design some overly complex (that is, Dwarvenly!) methods to take them out. --[[User:Aescula|Aescula]] 10:29, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stuck items ==&lt;br /&gt;
&lt;br /&gt;
I've run in to an annoying problem after reclaiming a fortress (twice actually... long story, suffice it to say there was a particularly stubborn aggressive dwarf and by the time the entire party had managed to subdue said dwarf, they all dropped dead of thirst)&lt;br /&gt;
&lt;br /&gt;
What I'm encountering is random objects that are on the map (they interfere with building) but which my clean up crew refuse to have anything to do with.&lt;br /&gt;
&lt;br /&gt;
So far I've run in to a pair of stuck corpses (no miasma though) and a stuck rock.  All reclaimed, none being moved regardless of persuasion applied.&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 17:32, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've also had this problem with all stone of one type (microcline).  I can see them laying all over the place and they are not forbidden, but they will not be used by anyone.  --[[User:Aristoi|Aristoi]] 04:14, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::EDIT:  This is apparently a very old known bug.  Any items that were tasked when the fortress was abandoned will have an invisible task on them that will never leave.  They will be unusable, but can be moved with water or melted in magma. --[[User:Aristoi|Aristoi]] 00:09, 5 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=120164</id>
		<title>v0.31 Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=120164"/>
		<updated>2010-07-04T04:14:33Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Friendly Enemies==&lt;br /&gt;
&lt;br /&gt;
When I attempted a reclaim, all the goblins that were there before were marked as friendly.  I organized a military squad and tried to kill one, all my dwarves had the task to kill him, but they just stood around him doing nothing.  The Goblins occasionally move, but besides that they do nothing. --[[User:Ralthor|Ralthor]] 05:33, 4 April 2010 (UTC)&lt;br /&gt;
:That's not new to this version; it's an old bug with enemies from civilizations (embarking on a goblin tower has the same effect). When you get your first goblin siege they should all become hostile once again. --[[User:Retro|Retro]] 06:22, 4 April 2010 (UTC)&lt;br /&gt;
:I tried to reclaim a fortress that was overun by Demons previously....Demons were ''not'' set to friendly --[[User:Kuroneko|Kuroneko]] 14:53, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scattering==&lt;br /&gt;
&lt;br /&gt;
I reclaimed a fortress that had fallen to Goblins and my reclaiming Dwarves were attacked by a Forgotten Beast moments after arival.  It was odd enough that it was on the surface, but the previous inhabitants of the fortress hadn't actually descovered the Beast and had infact walled themselves inside thier fortress before meeting thier end; the Cavern this Beast (I assume) inhabited had been tunneled into, however.  Anyway, it begs the question; are creatures scattered randomly around the map in the same way that Items are upon Fortress reclaim? -- Morgoth883 12:52, 27 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I believe so.  I managed to scatter an entire human caravan, they're still wandering around.  Gonna have to design some overly complex (that is, Dwarvenly!) methods to take them out. --[[User:Aescula|Aescula]] 10:29, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stuck items ==&lt;br /&gt;
&lt;br /&gt;
I've run in to an annoying problem after reclaiming a fortress (twice actually... long story, suffice it to say there was a particularly stubborn aggressive dwarf and by the time the entire party had managed to subdue said dwarf, they all dropped dead of thirst)&lt;br /&gt;
&lt;br /&gt;
What I'm encountering is random objects that are on the map (they interfere with building) but which my clean up crew refuse to have anything to do with.&lt;br /&gt;
&lt;br /&gt;
So far I've run in to a pair of stuck corpses (no miasma though) and a stuck rock.  All reclaimed, none being moved regardless of persuasion applied.&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 17:32, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've also had this problem with all stone of one type (microcline).  I can see them laying all over the place and they are not forbidden, but they will not be used by anyone.  [[User:Aristoi|Aristoi]] 04:14, 4 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_token&amp;diff=46281</id>
		<title>40d Talk:Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_token&amp;diff=46281"/>
		<updated>2009-09-09T00:03:59Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* GOOD/EVIL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GENPOWER==&lt;br /&gt;
&lt;br /&gt;
In my for I experiencing this: every time I harvest plants from my underground forest I end up with 200-300 plump helmets and dimple cups and less than 50 of other underground plants. The only difference I can see, that might affect this is GENPOWER (2 on PH and DC and 1 on other).--[[User:Dorten|Dorten]] 23:55, 2 December 2008 (EST)&lt;br /&gt;
:I believe I read in the wiki somewhere that GENPOWER was related to a scrapped magic system.  Doesn't mean it's not being used for this, though. --[[User:Aristoi|Aristoi]] 16:25, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==GOOD/EVIL==&lt;br /&gt;
The sliver barb has the [EVIL] tag, might be worth adding that in here to the list. --[[User:Aristoi|Aristoi]] 19:54, 13 January 2009 (EST)&lt;br /&gt;
:Yeah, and I heard Wild Sunberry is found only in good biomes...  What I'd like to know is if, when you import these plants into a non-evil or non-good biome respectively, will they grow?  My guess is no...--[[User:Jpwrunyan|Jpwrunyan]] 04:37, 27 March 2009 (UTC)&lt;br /&gt;
:: I know that you can grow sun berries anywhere if you can get them.  The elves occasionally sell them and I'ves used it to brew Sunshine.  I would guess the sliver barbs work the same way. --[[User:Aristoi|Aristoi]] 00:03, 9 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FREQUENCY==&lt;br /&gt;
Does FREQUENCY act as a percent chance of a successful harvest?  So 100 means an herbalist is always successful?  If so, what determines the chance of a particular plant appearing at all? --[[User:Aristoi|Aristoi]] 16:25, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== under or above ground tokens ==&lt;br /&gt;
&lt;br /&gt;
what are the tokens for if you want your plant to grow exclusively under ground. --[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 20:01, 13 June 2009 (UTC)&lt;br /&gt;
:AFAIK, it will be [BIOME:SUBTERRANEAN_WATER] --[[User:Haspen|Haspen]] 10:02, 6 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10386</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10386"/>
		<updated>2009-09-09T00:00:25Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: Added Refreshment Stand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stockpile categories ===&lt;br /&gt;
'''[[Ore]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ore will be brought here. This is one of the simpler stockpiles.&lt;br /&gt;
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.&lt;br /&gt;
&lt;br /&gt;
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar&lt;br /&gt;
&lt;br /&gt;
Should this page be retitled &amp;quot;Stockpile&amp;quot; to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Custom Catastrophe==&lt;br /&gt;
&lt;br /&gt;
According to the forums, and my own experiences, the &amp;quot;Custom&amp;quot; category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking).&lt;br /&gt;
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus{{k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)&lt;br /&gt;
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:Custom stockpiles work perfectly for me, and have for a logn time.  Maybe the original poster overlooked the &amp;quot;prepared food&amp;quot; option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::probably as simple as not allowing the 'material'/'core quality'/'total quality' options to be on. maybe even the 'metals' one if you want a metal-stuff stockpile.&amp;lt;br&amp;gt;i've had lots of trouble with it, too x]  usually done by {{k|b}}locking all, and just selecting the item on it's own. everything has to be made out of something! --[[User:DJ Devil|DJ Devil]] 13:01, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::For me, dwarves ignore custom stockpiles as long as there is an unfilled existing stockpile that accepts whatever the custom stockpile accepts.  Once that stockpile fills (and the dwarves are forced to begin using the custom pile) the custom stockpile is used normally--even if the other stockpile empties.--[[User:Zipdog|Zipdog]] 21:26, 27 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I'm having a similar problem.  Whenever I have two stockpiles of the same type but different things accepted (like two refuse piles where one accepts only bones, shells, and skulls and the other accepts all except those), only one gets used.  Individually, either one will get them correctly, but when I have both, one gets ignored. [[User:Greep|Greep]] 04:01, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Regarding custom stockpiles:  I'm pretty sure that setting one up using the custom menu is 100% identical to setting up a standard one and then editing it.  Caveats: You're more likely to mess up the selection when using custom (because it remembers your prior one), whereas you're more likely to mess up the barrels / bins settings when editing an existing one (because those are only set at creation time).&lt;br /&gt;
&lt;br /&gt;
:Remember also that items must match ALL filters.  That means you must allow some or all &amp;quot;metals&amp;quot; / &amp;quot;materials&amp;quot; selections; some or all  &amp;quot;core quality&amp;quot; and &amp;quot;total quality&amp;quot; modifiers; &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; for weapons/armour; etc.  Selecting &amp;quot;weapons, bolts, steel, masterful, usable&amp;quot; will get you '''only''' masterful steel bolts, and that's also the '''minimum''' needed to get them.  Even something as broad as &amp;quot;weapons, bolts, all materials/metals, all qualities&amp;quot; will get you exactly nothing if you accidentally uncheck &amp;quot;usable&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Also, remember that dwarves may not move items in barrels/bins between stockpiles unless the new stockpile also accepts barrels/bins.  To truly unbarrel / unbin stuff, you may have to dump it and reclaim it.&lt;br /&gt;
&lt;br /&gt;
:Regarding the scenario of a more selective stockpile accepting a subset of what a broader stockpile accepts: This will typically not  work unless you use &amp;quot;take from stockpile&amp;quot; (from broad to selective) or simply turn off some stuff in the broader one so there's no longer an overlap.  There is no rule that says &amp;quot;put items in the most specific stockpile&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Regarding not being able to use multiple refuse piles:  Remember that dwarves will not collect outdoor refuse unless you enable it.  That means you cannot create a stockpile for corpses / bodyparts (not bones) outdoors, and a stockpile for bones (not corpses) indoors, and expect your dwarves to take the bones indoors once the corpses rot away.  You must use {{k|o}}-{{k|r}}-{{k|o}} to enable outdoor refuse collection.&lt;br /&gt;
&lt;br /&gt;
:Hope these help.  Maybe they should be in the article, dunno.  I've never seen any of the problems mentioned in this section, and I use custom stockpiles a lot. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 03:14, 13 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think some of it may also be in the way dwarfs decide what to do where first.  In mining, they'll gravitate toward the top left every time.  Set up a huge stockpile, maybe 20x20, and they'll fill the top row from the left first, then go to the second row, walking over the closer ones to get to that top row.  It's possible that stockpiles are being treated the same, or something parallel.  If you have your custom piles draw from the generic ones, that might solve it, if after a wasted task to put the items in the generic stockpile the first time. But either way, bottom line is: if you want a custom stockpile with X in it, your generic stockpiles have to be tweaked to NOT accept X.--[[User:Albedo|Albedo]] 16:50, 13 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bins ==&lt;br /&gt;
&lt;br /&gt;
how do I make my bins get to the &amp;quot;right&amp;quot; stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a &amp;quot;finished goods&amp;quot; stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)&lt;br /&gt;
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:Raw objects generally can't be put in bins, only &amp;quot;processed&amp;quot; goods.  For instance, [[block]]s can be put in bins, but not raw stone.  The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)&lt;br /&gt;
::Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.[[User:GarrieIrons|GarrieIrons]] 01:42, 8 July 2008 (EDT)&lt;br /&gt;
:::You can now mass designate items for dumping by selecting large amounts of stone, or any other object, really. [[User:Schm0|Schm0]] 15:46, 3 January 2009 (EST)&lt;br /&gt;
:Is my problem similar to what you mean, GarrieIrons?  I have a clothing/leather stockpile that is filled to the brink with individual items.  I want to put them in bins so that I can have more room (as there are more items to be stored) but whenever I find a way to make room in the stockpile, more non-bin items are added until it is full again.  On top of that, there is already one bin on the stockpile and no one will store anything in it. [[User:FJH|FJH]] 21:30, 17 February 2009 (EST)&lt;br /&gt;
::i had the same problem, and was just about to post it, then found an answer! :D&amp;lt;br&amp;gt;set your stockpile to accept bins/barrels/whatever (mine's a stone block stockpile way outside of my fort, from which the peasants were carting one block at a time into a free bin. now it's a bin and block stockpile (Note: DO NOT TURN OFF 'core quality', 'total quality' etc. if you do, NO bins/barrels will be accepted)), press {{k|q}}uery(?) over the stockpile, then press {{k|t}}ake from a pile. go to your finished goods stockpile (the one containing the bins/barrels), and hit {{k|Enter}}. your peasants will immediately start running over to it with bins/barrels. sorted :D&amp;lt;br&amp;gt;note: they'll take all your bins over! remember to {{k|q}} over your new stockpile, and set the maximum amount of bins/barrels with {{k|c}} (more) and {{k|v}} (fewer). mine's set to 10.&amp;lt;br&amp;gt;thinking about it... you may just be able to set your finished goods stockpile max to 10 bins/barrels, and any others will be taken somewhere else (probably not a good thing; they may get left clogging up your workspace) --[[User:DJ Devil|DJ Devil]] 12:45, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows exactly what this does? It seems that stockpiles set to &amp;quot;unusable&amp;quot; will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)&lt;br /&gt;
:I use this when I kill kobolds etc - all the weapons my dwarf collect of '''hostile''' creatures then go into the same bin. I can't use them, but I ''can'' drag one bin all at once to the visiting [[trading|merchant]] - ker-ching! They  sell pretty well.&lt;br /&gt;
:But I agree, it should be that any weapon dwarves cannot use should end up there.[[User:GarrieIrons|GarrieIrons]] 02:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== my dear cook ==&lt;br /&gt;
&lt;br /&gt;
preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size?  --[[User:Koltom|Koltom]] 02:36, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?&lt;br /&gt;
:It seems to be, &amp;quot;forbid&amp;quot; everything but make sure &amp;quot;Prepared food&amp;quot; is turned on. But &amp;quot;prepared food&amp;quot; seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.[[User:GarrieIrons|GarrieIrons]] 05:40, 27 February 2008 (EST)&lt;br /&gt;
: well, you could use a refuse pile with only prepared meals enabled...--[[User:Koltom|Koltom]] 14:39, 29 February 2008 (EST)&lt;br /&gt;
:: to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--[[User:Koltom|Koltom]] 22:03, 3 March 2008 (EST)&lt;br /&gt;
:I think in general, the number of prepared meals in the stack is based on the number of ingredients used. The biggest stacks of ingredients are generally quarry bush leaves, but depending on the animal, stacks of tallow can equal or exceed them. I have mini-stockpiles for quarry bush leaves and tallow adjacent to my kitchen, and if a stack smaller than 20 gets made, it generally means those mini-stockpiles are out. [[User:Darekun|Darekun]] 22:03, 2 April 2009 (UTC)&lt;br /&gt;
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== Stone Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
:Just got it, I had ignore minerals. Sorry.--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Take From Stockpile ==&lt;br /&gt;
&lt;br /&gt;
While we're adding information to this section, Can someone who has used this successfully give a more concrete example? --[[User:RomeoFalling|RomeoFalling]] 18:22, 6 November 2008 (EST)&lt;br /&gt;
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:Well, I gave it a shot --[[User:LegacyCWAL|LegacyCWAL]] 14:27, 7 March 2009 (EST)&lt;br /&gt;
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== Clear stone to replace with stockpile?  ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to clear the stone out of the way so I can build a stock pile for something that ISN'T stone? Got a nice big room full of workshops and nowhere to put anything because 90% of the spots are filled with stones. &lt;br /&gt;
&lt;br /&gt;
(Is it just me, or do the dwarves sometimes seem ''really'' dumb? I set up a paved road of about 10 sections from the top exit of the fortress to the edge of the map for caravans. I set up stone stockpiles next to every other segment of the road both so they didn't have to walk so far to do it and to clear some of the stone out... They started at the farthest away road segment, and will go all the way to the other end of the road, down three flights of stairs, all the way to an otherwise empty room to pick up a piece of stone to go all the way back to use it on the road, rather than use the nearby and completely full stockpiles. ) --[[User:Azaram|Azaram]] 05:24, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Stone management]].  As for the road, when constructing a building, it shows you how distant the materials are, but only &amp;quot;as the crow flies&amp;quot;.  If the nearest stone is one z-level away and you unwittingly select it, they'll walk however long a path they have to actually fetch it.  Same thing for workshops -- they'll go huge distances to get the item that's just above their heads.--[[User:Maximus|Maximus]] 12:01, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That may explain it... I set up the stockpiles after designating the road, so (after everyone dropped everything to fill the stockpiles), they went to the stone that I apparently designated when I set up the road. Would be nice if you could just tell them 'take THIS item and put it THERE'... --[[User:Azaram|Azaram]] 21:16, 28 November 2008 (EST)&lt;br /&gt;
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:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seems less than more. :-p I've got a leftover iron knife sitting on the remains of a two dimensional goblin in a stonefall trap... I set everything to dump, and they took everything but his body and his knife. (I sold all his crap to the elves that showed up shortly thereafter). I ended up going with the catapult version...had a peasant build three catapult parts then set it up and toss rocks across the room into a channel... he's now a siege engineer. So I had him build another and started another peasant on it, and they're happily banging away at the wall... --[[User:Azaram|Azaram]] 23:01, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Armor bin capacity==&lt;br /&gt;
&lt;br /&gt;
I have a bin in my armor stockpile that has 17 items in it, so unless something really weird is going on the statement in the article that bins in armor stockpiles can consolidate up to 10 items is probably false. Anyone know what the truth is? [[User:MJSS|MJSS]] 20:51, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It depends on the size of the items.  An armor bin can hold a lot more boots and gauntlets than it can suits of platemail.  It was speculated that 10 is the minimum number of goods a bin can hold, although I think platemail bins don't even hold that many. --[[User:Squirrelloid|Squirrelloid]] 21:02, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've long been curious about what the formula is for bin capacity.  A question for the future, I guess.--[[User:Maximus|Maximus]] 15:29, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Crafts fit in bins in especially large numbers; perhaps based on the &amp;quot;material size&amp;quot; of the item, with some default applying to things with no explicit material size? There's also the matter of bags of seeds. [[User:Darekun|Darekun]] 23:52, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Core Quality vs Total Quality ==&lt;br /&gt;
&lt;br /&gt;
What's the difference?  Does core quality refer to the quality of the item while total quality somehow takes into account its decorations?  If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? [[User:Schwern|Schwern]] 17:49, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)&lt;br /&gt;
:The formula is unknown. We wish we knew.--[[User:Zchris13|Zchris13]] 15:07, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Putting things in bins higher priority than Take From Stockpile? ==&lt;br /&gt;
&lt;br /&gt;
In most cases, ''Take From Stockpile'' works fine; however, I seem to have a situation where it does not. Stockpile A is set to accept only skull totems, zero bin maximum, and take from Stockpile B which is set to accept finished goods (incl. skull totems) and has a non-zero bin maximum. However, I find my dwarfs are moving items from A to B, when they should be moving totems from B to A.&lt;br /&gt;
&lt;br /&gt;
I've only had this problem with skull totems, but I don't think it has to do with the totems themselves, but rather because this is the only time I've been attempting to move items from a stockpile that uses bins to one that does not. Has anyone else seen this? I need to do some testing, but I think the desire to put things in bins on stockpiles overrides the desire to take things from one stockpile to another. --[[User:Mattmoss|Mattmoss]] 18:02, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You could edit the priority of putting items in a bin, over just sitting on the ground.  I think default is like 120 or something.--[[User:Zchris13|Zchris13]] 18:24, 21 May 2009 (UTC)&lt;br /&gt;
:P.S. It's in the init.&lt;br /&gt;
&lt;br /&gt;
:Might I ask why you're allowing totems in Stockpile B at all? Seems like an easy way to do it would be to simply have the totems only end up in Pile A. I usually only use &amp;quot;Take from&amp;quot; when preparing to relocate my primary stockpile for an item elsewhere. -[[User:N9103|Edward]] 21:17, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trampling of food? ==&lt;br /&gt;
&lt;br /&gt;
Is it just my imagination, or was there once an issue (feature) whereby unbarrelled food, particularly prepared meals, would degrade over time due to trampling by dwarves going to get food?  I can't find mention of it anywhere, but I've been designing trample-proof piles with diagonal &amp;quot;checkerboard&amp;quot; access for a long time now, and I'm wondering if it's still (or was ever) necessary.  Maybe someone confused the vermin issue with trampling?  &amp;amp;mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 01:44, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think I've found a reference to it, in the [[Wear]] article.   &amp;quot;Wear can be caused by heavy traffic over the location an item is stored.&amp;quot;  But my questions still stand re: whether this still/ever applied to food, whether barrels make them immune or just help, etc. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 23:23, 31 May 2009 (UTC)&lt;br /&gt;
::I don't believe it matters. If you read that article, you know that [[wear]] is a sort of lowering of quality. And you ''should'' know that raw foodstuffs have no quality - if you don't, they don't. (And that article specifically states that [[Kitchen#Prepared meals|prepared food]]s are not subject to wear.) Putting these together, we get - it doesn't matter. I don't believe they do, but ~if~ the plump helmets or jaguar meat were to get worn out - they're still plump helmets or meat, and still just as edible and quality-less as before.  (As to the question of where you might have gotten this idea, I got nuthin'.)  I think the important phrase is ''&amp;quot;I can't find mention of it anywhere&amp;quot;''.  If wear effects food, I have seen no report of it either, anywhere.--[[User:Albedo|Albedo]] 23:38, 31 May 2009 (UTC)&lt;br /&gt;
:::Yeah, I suspect it was a rumour someone started a while back as an explanation for why their food was getting damaged, when in fact it was vermin doing it.  At least now I can stop making wacky stockpiles for unbarrelled food. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:55, 5 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moving only items that are in a bin ==&lt;br /&gt;
&lt;br /&gt;
This is mainly aimed at efficiently moving items to be near the Trade Depot.&lt;br /&gt;
&lt;br /&gt;
What I want to do is designate a mixed stockpile but then say &amp;quot;only bring full bins to this stockpile&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Then I can have stockpiles near each workshop, when a bin is full a hauler comes and does the right thing for me.&lt;br /&gt;
&lt;br /&gt;
It all sounds so easy and logical! Now, is there an easy way to do it? What I am noticing is, if I have &lt;br /&gt;
&lt;br /&gt;
workshop -&amp;gt; stockpile A -&amp;gt; stockpile B -&amp;gt; trade depot&lt;br /&gt;
&lt;br /&gt;
when I put &amp;quot;stockpile B&amp;quot; on &amp;quot;max bins: all squares&amp;quot;, then my haulers never bother stopping at Stockpile A with inidividual items they just go&lt;br /&gt;
&lt;br /&gt;
workshop -&amp;gt; haul item -&amp;gt; stockpile B.&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 08:31, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== where does bodywear go? ==&lt;br /&gt;
&lt;br /&gt;
I have two stockpiles set up near my trade depot, one for (unuseable) armor, and one for finished goods (all except quivers and backpacks). My dwarves move all goblin- and kobold-dropped stuff there... except for the bodywear. tunics, robes, coats all litter the landscape still. So is there a way to set a stockpile to accept &amp;lt;narrow giant cave spider silk robe&amp;gt;s?&lt;br /&gt;
&lt;br /&gt;
--[[User:Syndic|Syndic]] 09:31, 5 July 2009 (UTC)&lt;br /&gt;
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any armor goes into armor, any clothes into finished goods - your setup should work. --[[User:Koltom|Koltom]] 19:01, 4 August 2009 (UTC)&lt;br /&gt;
: (Necroposting FTW) Turn on &amp;quot;claim other death items&amp;quot; (o-&amp;gt;F-&amp;gt;t). Clothes are personal possessions and so are ignored until the owner dies and the haulers are given permission to move them. ~ [[User:Eidako|Eidako]] 01:39, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Refreshment Stand == &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept drinks scattered strategically through your fort can minimise smoko breaks. '''Usefulness: Zero; dwarves will go for the (newest) brew of their preference and conveniently ignore your custom stockpiles 99% of the time. Instead you cause more hauling.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can someone verify this new information added (in bold)?  I see my own refreshment stands get used a fair bit.  --[[User:Aristoi|Aristoi]] 00:00, 9 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarf_cancels_task:_Job_item_lost_or_destroyed&amp;diff=46980</id>
		<title>40d Talk:Dwarf cancels task: Job item lost or destroyed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarf_cancels_task:_Job_item_lost_or_destroyed&amp;diff=46980"/>
		<updated>2009-05-29T03:28:37Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To work around the fat issue: forbid all fat, then reclaim the ones in your food stockpile&lt;br /&gt;
or deconstrut all fat-bearing buildings (kitchen, butcher) and rebuild them.&lt;br /&gt;
The error seems to have something todo with fat getting stuck in buildings.&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 02:55, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I started getting this error at my 16 magma glass furnaces, spamming me with &amp;quot;______ cancels collect sand: Job item lost or destroyed&amp;quot; a couple hundred times a second. I suspended all sand collection tasks, dumped every bag and item inside each workshop, and tried to start it up again, but I kept getting the error. It turned out it was only happening at about half the furnaces, so in the end I had to shut them all down, individually enable each one to see if it was spamming me, and tear it down if it was. Once I'd rebuilt, the messages stopped. [[User:Tomatofruit|Tomatofruit]] 14:48, 21 January 2009 (EST)&lt;br /&gt;
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== Kitchen ==&lt;br /&gt;
I also get this error at my kitchen when cooking meals from alcohol if a dwarf happens to decide to drink from the barrel that the cook is about to use. --[[User:Aristoi|Aristoi]] 03:28, 29 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19134</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19134"/>
		<updated>2009-05-24T22:23:41Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: Skill used?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
:I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. [[User:Sensei|Sensei]] 01:07, 8 May 2009 (UTC)&lt;br /&gt;
:OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically &amp;quot;buildings&amp;quot;.&lt;br /&gt;
:Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the &amp;quot;brook&amp;quot; tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== Skill Used? ==&lt;br /&gt;
&lt;br /&gt;
What skill/job is used to make a road?  Could that be added to this page?  Thank you.  --[[User:Aristoi|Aristoi]] 22:23, 24 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49185</id>
		<title>40d Talk:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49185"/>
		<updated>2009-05-22T17:04:51Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interesting color to help the newbies for things that have no other use.--[[User:Zchris13|Zchris13]] 01:27, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Color Column=&lt;br /&gt;
I think breaking out the color into a separate column (perhaps featuring a block of the actual color) would be very useful. Thoughts? --[[User:Aristoi|Aristoi]] 17:04, 22 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33322</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33322"/>
		<updated>2009-05-20T15:01:25Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Feature requests! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to be able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== A quick question ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20821</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20821"/>
		<updated>2009-01-23T00:24:08Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Out of ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;br /&gt;
&lt;br /&gt;
== Out of ammo ==&lt;br /&gt;
&lt;br /&gt;
Is it worth noting (on this page) that dwarves will use the hammer skill to bludgeon with their crossbow if they run out of ammo? --[[User:Matryx|Matryx]] 09:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it is, if only to warn that if they run out of bolts while they're fighting something, they won't immediately run back to the stockpile to get more. --[[User:Xazak|Xazak]] 09:26, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What triggers them to resupply?  They seem to stand around after finishing off their bolts.  Do I need to stand them down to trigger the resupply? --[[User:Aristoi|Aristoi]] 19:24, 22 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Xbow material==&lt;br /&gt;
Do someone know if your crossbow hit harder, or do more damage, when it's made of metal rather than wood or bone in the same way a melee weapon would? --[[User:Eagle of Fire|Eagle of Fire]] 02:42, 28 November 2007 (EST)&lt;br /&gt;
:When it is used in melee - crossbow material is important as all other melee weapons. In ranged only material and quality of the bolt affect it's damage potential. Crossbow's quality level is directly added to the soldier's effective marksdwarf skill increasing his accuracy and rate of fire.--[[User:Another|Another]] 13:11, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== training ===&lt;br /&gt;
&lt;br /&gt;
Does say, hunting with a crossbow increase marksdwarf skill?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: Yes it does. Unfortunately it will also increase hammerdwarf skill ;) --[[User:Koltom|Koltom]] 23:53, 27 February 2008 (EST)&lt;br /&gt;
: Interestingly enough, the converse isn't true- target practice at the archery range has had no effect on my hunter's ambushing skill.  Article update? [[User:LucienSadi|LucienSadi]] 05:45, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== dual wielding ==&lt;br /&gt;
&lt;br /&gt;
I set one of my marksdwarves to wield 2 crossbows, and he's currently holding them both in the same hand. Can he use them both like this or does it mean he'll just going to be using one of them? --[[User:Tachyon|Tachyon]] 18:18, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Late as hell, but for the record no dwarves truly dual wield in DF.  When they carry 2 weapons, it's just in case they lose one in an enemy or it shatters in the middle of a fight. --[[User:ThunderClaw|ThunderClaw]] 14:59, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Shatter?  Wow, I've never seen that.--[[User:Maximus|Maximus]] 15:20, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Two-handed?==&lt;br /&gt;
Are crossbows two-handed when used at range? You'd think they'd be two-handed for re-loading, and one-handed (at the very least, two hands are more accurate) for firing, but I don't know if DF supports this.[[User:StrawberryBunny|StrawberryBunny]] 10:34, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a more important issue; will a Dwarf be capable of carrying a shield while using a crossbow in case he was forced into melee? Would he only equip the shield up close? How would it affect his ability to carry bolts in his off-hand?&lt;br /&gt;
&lt;br /&gt;
== Z-levels and Range ==&lt;br /&gt;
&lt;br /&gt;
How does firing up or down affect the range of a marksdwarf?  [[User:Gairabad|Gairabad]] 17:15, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From what I've seen, marksdwarves can shoot up or down with little problem.  The range of a marksdwarf is pretty finite anyway, something like 20 squares.--[[User:Maximus|Maximus]] 17:36, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bolts==&lt;br /&gt;
Do bolts even have a quality rating, and if so does it affect damage? --[[User:Juckto|Juckto]] 00:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do have a quality rating. It's hard to tell for the other question, but it should. Ammo is treated like weapons in most other respects. --[[User:Navian|Navian]] 00:55, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:To me, it's grades of ammo- no-quality is pretty much wooden chopsticks, masterwork is fluted and grooved with slight serrations at the tip for maximum pain... --[[User:LucienSadi|LucienSadi]] 19:55, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_guard&amp;diff=30550</id>
		<title>40d Talk:Fortress guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_guard&amp;diff=30550"/>
		<updated>2009-01-20T23:22:48Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Elite guards 'worthless'? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone have any advice on reasons I should put a new migrant into the Fortress Guard, instead of making him or her a regular soldier, whom I can control better? I assume it gives the Captain a happy thought to have more guards, but other than that, I prefer having a new soldier instead of a new guard. --[[User:DDouble|DDouble]] 02:39, 2 December 2007 (EST)&lt;br /&gt;
:Untill he is close to elite status it is probably better to have more guards as I think that the more guards you have - the more chances that a guard will take care of a criminal and not a hammerer. Having elite guards is really totally worthless.--[[User:Another|Another]] 10:02, 2 December 2007 (EST)&lt;br /&gt;
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Why was this moved from &amp;quot;Fortress guard&amp;quot;? --[[User:TangoThree|TangoThree]] 06:07, 2 February 2008 (EST)&lt;br /&gt;
:Because {{user|Ironxides}} didn't read the wiki naming guidelines and decided it looked better with a capital G. [[User:VengefulDonut|VengefulDonut]] 11:30, 3 February 2008 (EST)&lt;br /&gt;
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When I switched a squad to fortress guard, they stopped using the barracks to sleep in but continued to use it for training. Can anyone confirm this behaviour? (39c) [[User:Marasmusine|Marasmusine]] 12:01, 21 July 2008 (EDT)&lt;br /&gt;
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:I can confirm that. Guards like private quarters, if they can afford them and they are available, but sparring happens in barracks, period, whether the barracks are defined by beds or by weapon racks or armor stands. --[[User:Zombiejustice|Zombiejustice]] 22:48, 21 July 2008 (EDT)&lt;br /&gt;
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In my experience, the number of Royal guard required is not a 1/20 of population, but equals to number of nobles. It also worth noting, that sometimes they will do the job 'Guard &amp;lt;noblename&amp;gt;'--[[User:Dorten|Dorten]] 03:56, 4 August 2008 (EDT)&lt;br /&gt;
:Nope, it's 1/20th.  It just seems that way because 1/20th will wind up being close to the number of nobles that you'll have. --[[User:LegacyCWAL|LegacyCWAL]] 13:52, 26 December 2008 (EST)&lt;br /&gt;
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I don't have a captain (didn't assign one), but I still can assign Fortress and Royal Guards. So the first paragraph is misleading?  Thanks. [[User:Kwieland|Kwieland]]&lt;br /&gt;
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== Elite guards 'worthless'? ==&lt;br /&gt;
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Could someone clarify this issue for me? Do they turn into essentially Philosophers with combat skills after being proclaimed champions? Don't they perform guard duties anymore?&lt;br /&gt;
:They still perform their guard duties, but you can't move them from being guards, which many would regard as a less-than-ideal situation for their elite dwarves.--[[User:Quil|Quil]] 18:04, 20 January 2009 (EST)&lt;br /&gt;
:: Perhaps &amp;quot;effectively useless&amp;quot; is too strong, then? --[[User:Aristoi|Aristoi]] 18:22, 20 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22461</id>
		<title>40d:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22461"/>
		<updated>2009-01-20T22:00:34Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Heroes and Champions */  Clarified cross-training of near heroes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in your [[military]] will be one of the following types of '''soldiers'''. What type of soldier they are will be determined by whichever [[weapon]] they are most [[skill]]ed at using. All soldiers can carry [[shield]]s, regardless of what weapon they use. Weapon, armor, and squad choices are controlled from the Military screen ({{key|m}}). The dwarven military is organized via use of the [[squad]] system.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
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Soldiers will train when not on duty. Marksdwarves will shoot at [[archery target]]s if they are correctly set up and you have wood or bone [[bolts]] available. Melee dwarves (including wrestlers) will [[sparring|spar]] with their weapons in a [[barracks]] if you have built one. For full information, see the article on [[sparring]].&lt;br /&gt;
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== Squads ==&lt;br /&gt;
&lt;br /&gt;
You may organize your dwarves into squads of troops through the {{k|m}}ilitary menu. Select the squad commander, then press {{k|Enter}}. Select another dwarf, and press {{k|Enter}} to add this dwarf to the first soldier's squad. When you are finished adding to a particular squad, use the {{k|Spacebar}} to end the assignments. Adding an unenlisted dwarf to a currently active squad will activate this new soldier. Adding dwarves to an inactive squad will not activate the squad.&lt;br /&gt;
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You may also select sub-commanders in this manner, creating an established chain of command.&lt;br /&gt;
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Active squads will stay close to the leader of their squad. If he takes a break to Eat or Drink, his squad will follow him.{{verify}} They will also follow him back to his bed if he goes to rest or heal.  If a squad leader is hospitalized, the dwarves under his command will do nothing useful until he is healed, or a different leader is assigned.  Squads will work towards a single goal -- if attacking an group of hostiles that scatter in several directions, the entire squad will follow one hostile.{{verify}}&lt;br /&gt;
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=== Duty Roster ===&lt;br /&gt;
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You must activate and deactivate your squads through the {{k|m}}ilitary menu's &amp;quot;{{k|v}}iew squad&amp;quot; sub-menu. Some dwarves will grow unhappy if left on patrol duty too long, and they will not have a chance to improve their skills. A squad that is off-duty will spar in a [[barracks]] or train at [[archery target]]s with wooden or bone bolts.&lt;br /&gt;
&lt;br /&gt;
You may wish to design outdoor training areas so that your soldiers do not fall prey to [[Cave adaptation]].&lt;br /&gt;
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=== Rations ===&lt;br /&gt;
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You may also specify if the squad should carry food and water, using [[backpack]]s and [[waterskin]]s respectively, using the military menu.&lt;br /&gt;
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== Soldier classes ==&lt;br /&gt;
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Every weapon has an associated skill. Soldiers will name themselves according to what [[Weapon damage|weapon]] they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a spear will be known as a Speardwarf, even if the soldier has been reassigned to train with an axe instead.&lt;br /&gt;
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=== Marksdwarves ===&lt;br /&gt;
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Marksdwarves, thought of as the wimpiest soldiers, are armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target. The only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
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A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
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Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill.&lt;br /&gt;
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=== Speardwarves ===&lt;br /&gt;
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Speardwarves specialize in pierce damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons.&lt;br /&gt;
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=== Axedwarves ===&lt;br /&gt;
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Axedwarves, thought by some to be the only true dwarven soldier, specialize in slash damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually bleeding them to death. Battle axes move slower than swords but do more damage per stroke.&lt;br /&gt;
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=== Sworddwarves ===&lt;br /&gt;
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Sworddwaves deal both slash and pierce damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear.&lt;br /&gt;
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=== Macedwarves ===&lt;br /&gt;
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Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts (he bashes enemies with his crossbow.  This is the only time when it's good to have a metal crossbow, by the way.)&lt;br /&gt;
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=== Hammerdwarves ===&lt;br /&gt;
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Hammerdwarves, the other true dwarven soldiers, specialize in blunt damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
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Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
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=== Wrestlers ===&lt;br /&gt;
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Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill determines how much a dwarf will evade/dodge attacks, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
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Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
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=== Recruits ===&lt;br /&gt;
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Any dwarf without at least one of the above skills at [[skill|Novice]] level or better will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
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== Heroes and Champions ==&lt;br /&gt;
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Once soldiers reach [[skill|Great]] skill level in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, have a different colour shade and can no longer be removed from the military. Their &amp;quot;Pref&amp;quot; menu will be replaced by the text &amp;quot;This hero need not work&amp;quot;, and you will not be able to deactivate them (make them civilians again), transfer them into or out of the [[Fortress Guard|Guard]], or assign work [[dog]]s to them.&lt;br /&gt;
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You can still change their weapon and armor settings via the {{key|m}}ilitary screen ({{key|w}}eapons), and to change their soldiering orders ({{key|v}}iew squad). Heroes in either the Fortress or Royal Guard cannot be given military orders via the Squads screen ({{key|x}}) and will become permanently useless. If you have any Expert, Professional, or Accomplished soldiers in the Guard, and don't wish them to be locked into the military, transfer them out. Alternatively, a dwarf on the verge of becoming a hero in one weapon skill can be transferred to another weapon and continue training there; the attribute bonuses from gaining each weapon skill do stack. Heroes cannot trade, so it is advisable for your trader not to be given military training.&lt;br /&gt;
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Upon reaching [[legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: &amp;lt;tt&amp;gt;&amp;quot;''&amp;lt;dwarfname&amp;gt;'' has become a legendary champion! Hail ''&amp;lt;dwarfname&amp;gt;''!&amp;quot;&amp;lt;/tt&amp;gt;. Champions behave the same as heroes, although they are additionally exempt from the [[dwarven economy]], like all legendary dwarves. Champions cannot serve under heroes or normal soldiers, but willingly serve under other Champions.&lt;br /&gt;
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{{Military FAQ}}&lt;br /&gt;
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[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soldier&amp;diff=29896</id>
		<title>40d Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soldier&amp;diff=29896"/>
		<updated>2009-01-20T21:55:37Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Heroes &amp;amp; Champions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I currently have a champion who will not obey orders. She has picked a station herself and remains there no matter what I do. Is this a champion behavior in 2.7?--[[User:Mlcy]]&lt;br /&gt;
:Champions always behaved that way as far as I know. --[[User:Eagle of Fire|Eagle of Fire]] 14:40, 28 November 2007 (EST)&lt;br /&gt;
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== No more sparring? ==&lt;br /&gt;
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For some reason, my military has stopped sparring. I have 4 Wrestler Champions, 2 Wrestler Elites, 1 Wrestler, and they're all 'Soldier'ing. I now want to bring them all up to legendary Swordsdwarves too, but they just. Won't. Train. They have swords and a barracks, and they're not on duty. Still no training. Help? [[User:Runspotrun|Runspotrun]] 07:09, 3 December 2007 (EST)&lt;br /&gt;
:Make sure there is a barrack designated for them to train. You may have unconstructed one of the furniture from which you've designated the room, so you'd need to do it again. Also, dwarves need to train in pair, and they don't always train. They often take breaks. This mean that the biggest the amount of trainees you have, the greatest the chance two of them will head at the same time to the barracks to train. Also, they will never train unless you go in the military screen, enter each individual squad setting with {{K|v}} and then hit {{K|t}} to make them &amp;quot;stand down&amp;quot;. Don't forget to do exactly the same again to place them &amp;quot;on duty&amp;quot; if you ever want to send them fighting again. --[[User:Eagle of Fire|Eagle of Fire]] 14:26, 3 December 2007 (EST)&lt;br /&gt;
:: Viable barracks, check. Several pairs, check. Stood down, check. The weird thing is that they were sparring like nutters in order to get up to Champion, and then they all just lost interest and started Soldiering. I note above that Champions have a mind of their own - maybe they can't be trained to legendary in an additional weapon, or stop sparring altogether at legendary? Also, there's an unresolved post in the bug forum that suggests that dwarves only spar for 3 years. Odd. I'm not hugely bothered because there's nothing for the army to kill; no sieges and no megabeasts. Bit boring, really. [[User:Runspotrun|Runspotrun]] 19:31, 3 December 2007 (EST)&lt;br /&gt;
::: I think I ran into the &amp;quot;no sparring after 3 years&amp;quot; bug, as my champions stopped sparring after around 3-4 years, then never sparred for the next 10 years, even when I drafted new recruits. They started sparring when I (f)reed the existing barracks and redesignated a new one from an armor rack instead of a bed.--[[User:Langdon|Langdon]] 00:02, 9 May 2008 (EDT)&lt;br /&gt;
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== only water? ==&lt;br /&gt;
Do soldiers only drink water? Both those who carry water and those who dont, complain about not having had booze for too long and becoming slow. Even the ones who are standing down dont seem to get booze. My piles are loaded and my civilians are ok, so that cant be the problem. --[[User:Koltom|Koltom]] 16:26, 28 March 2008 (EDT)&lt;br /&gt;
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:They should only do that if you have them set to use waterskins. It's generally better to just have them not use waterskins so that they'll go for a refreshing alcoholic beverage when they need a drink like regular dwarves. --[[User:Janus|Janus]] 19:11, 28 March 2008 (EDT)&lt;br /&gt;
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:: I think i have it worked out; they don't drop the waterskin, even if you make them civilians or tell them not to carry water, and they use up the water inside before going for booze again. What you can do is order the waterskin dumped and a fellow dwarf will take it off him. --[[User:Koltom|Koltom]] 22:09, 28 March 2008 (EDT)&lt;br /&gt;
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== Cluttering my stockpiles ==&lt;br /&gt;
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My soldiers are leaving their junk, mostly clothing, laying all over the place. I have a barracks room with about 20 beds in it, although its all the same room. Can I just throw some coffers in the barracks room for them to put their stuff, or do I need to designate individual rooms with containers in them? --[[User:Wafl|Wafl]] 01:33, 15 April 2008 (EDT)&lt;br /&gt;
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I made each of the beds separate rooms and put in a bunch of coffers, they are not moving their stuff, do i have to assign the barracks bedrooms, or will they claim them? --[[User:Wafl|Wafl]] 12:17, 17 April 2008 (EDT)&lt;br /&gt;
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Okay, I feel dumb now. I am putting cabinets in the rooms as well... --[[User:Wafl|Wafl]] 12:28, 17 April 2008 (EDT)&lt;br /&gt;
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Alright, I have cabinets next to every bed, as well as coffers, and they are assigned to dwarfs. They still are not moving their possessions. Is there any other way to move them? Dumping does not work, and neither do stockpiles for that item. --[[User:Wafl|Wafl]] 14:15, 17 April 2008 (EDT)&lt;br /&gt;
:Undraft them and wait. If you are lucky, they might decide to clean their junk. If you are VERY lucky. They won't do it, while drafted, EVEN if they are standing down.--[[User:Dorten|Dorten]] 23:09, 17 April 2008 (EDT)&lt;br /&gt;
::Thanks for the tip, they seem to be cleaning up their stuff... very very slowly. I think this is going to take awhile. --[[User:Wafl|Wafl]] 01:01, 18 April 2008 (EDT)&lt;br /&gt;
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== Overcoming Sobriety ==&lt;br /&gt;
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I left a Champion on Use Waterskin for too long, and now he's beyond caring about the world. Any idea how long he'll take to drink himself out of his apathy? [[User:RomeoFalling|RomeoFalling]] 14:32, 20 October 2008 (EDT)&lt;br /&gt;
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:I'm confused... you can't directly make a dwarf only drink water. Anyway, &amp;quot;beyond caring&amp;quot; is, IIRC, caused by seeing lots of death, and it's a good thing (I believe it limits the effect of negative thoughts, while also limiting positive ones). [[User:Milskidasith|Milskidasith]] 18:37, 13 November 2008 (EST)&lt;br /&gt;
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::Actually, a soldier assigned a waterskin will indeed drink only water, which is why you should ''never assign them waterskins''.  Hrmph.  And &amp;quot;not caring about anything anymore&amp;quot; is caused by witnessing a lot of death, and is, like you say, a good thing, despite how it sounds.&lt;br /&gt;
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::Did the soldier get back on the bottle, Romeo?--[[User:Maximus|Maximus]] 22:57, 13 November 2008 (EST)&lt;br /&gt;
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== The Cripple Squad ==&lt;br /&gt;
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I have a military consisting of roughly a half marksdwarves, a fifth champions, and the rest melee dwarves. Unfortunatly, most of these melee users have spinal injuries (brown-ish or grey). Luckily, most of them are right below &amp;quot;great&amp;quot; in their primary skill. Would it be in my best interests to slap on a custom title and send them to do civilian work?&lt;br /&gt;
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== The enemy of my enemy is my friend ==&lt;br /&gt;
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Should we note that, at least in my game, soldiers tend to become friends with other soldiers quickly? Currently some of my nobles and even some of my more &amp;quot;sociable&amp;quot; dwarves (the ones working in areas with many other people) have no friends, yet a recently drafted recruit is already friends with one of my marksdwarves. I think this subject could do with some research (including of squadmates tend to be friends, if squad captains tend to be friends with one another, etc.)[[User:Milskidasith|Milskidasith]] 03:51, 14 November 2008 (EST)&lt;br /&gt;
:Soldiers take a moment to chat after they spar together, presumably talking about their sparring.  Since talking becomes part of their routine, soldiers make friends with the other soldiers pretty quickly.  In most of my fortresses, most civilians are lucky to have 2 friends, while soldiers usually have 5-10. &lt;br /&gt;
:Incidentally, this is a huge problem for the mood of your armed forces; having a squad wiped out is quite likely to cause tantrums in the other squads. --[[User:ThunderClaw|ThunderClaw]] 00:19, 14 November 2008 (EST)&lt;br /&gt;
:: Damn I keep forgetting to sign. Anyway, yeah, one of my champions happens to have something along the lines of 27 friends and all proficient or near proficient talking skills... 0_o. Now I can see destroying my (mostly friendly firing) atom smasher was an even smarter move (last time I only lost an expert marksdwarf). [[User:Milskidasith|Milskidasith]] 03:51, 14 November 2008 (EST)&lt;br /&gt;
::This can also lead to soldiers falling in love and marrying quite often, leading to some of your forces wading into battle wielding babies... --[[User:Bilkinson|Bilkinson]] 09:29, 14 November 2008 (EST)&lt;br /&gt;
:::Aka meatshields.--[[User:Maximus|Maximus]] 14:02, 14 November 2008 (EST)&lt;br /&gt;
::Soldiers divide their time between training and standing around in meeting halls. To reduce the amount of socializing they do, you can create more and larger meeting halls; however, soldiers will always follow their leaders. Even if the squad commander is sleeping in a private room, they'll all come to watch and talk with each other. At the least, smaller squads and more meeting places and barracks will mean less interaction, both in general and between squads.--[[User:Navian|Navian]] 12:36, 14 November 2008 (EST)&lt;br /&gt;
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I've been trying a military-heavy fortress with at least 75% drafted and apart from the first couple of batches of recruits, most of the soldiers (upwards of forty or fifty) don't have any friends at all. Standing down soldiers have not been in squads and I've got one large barracks where everyone trains and there are no meeting halls. I suppose that in a larger army soldiers would be less likely to spar with the same dwarf twice and minimising the different opportunities for socialising in meeting halls is no doubt adding to this as well. It's actually turning out pretty useful because my army seems to be able to actually absorb losses without everyone falling into misery and unhappiness. [[User:Extar|Extar]] 00:00, 21 November 2008 (EST)&lt;br /&gt;
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== Restructure military articles? ==&lt;br /&gt;
&lt;br /&gt;
How would everyone feel if I&lt;br /&gt;
&lt;br /&gt;
1. moved the descriptions of the soldier classes to their respective weapon articles.&lt;br /&gt;
2. changed the skill articles (e.g. the &amp;quot;marksdwarf&amp;quot; page) to say something like &amp;quot;Marksman is the skill that controls how good you are at using a [[crossbow]].&amp;quot;&lt;br /&gt;
3. beef up each weapon article with all the info I can find regarding that weapon, its users, and how it's best used in combat.&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 00:48, 19 November 2008 (EST)&lt;br /&gt;
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:I've been thinking that all the weapon-specific stuff should be in [[weapon]], not in separate articles: when choosing a weapon, it'd be good to have the pluses and minuses all on one page.  I'd convert the prose into weapon-centric format instead of &amp;quot;weaponsdwarf&amp;quot; format.&lt;br /&gt;
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:It's hard to get solid info on what each weapon is good for.  Adventurer mode one way to test, but that doesn't tell you how effectively DF-mode dwarves fight with them.  I'll share what little I know right now: ''any'' weapon, even a wooden one in the hands of a newbie, is better than wrestling.  It takes forever to do real damage while wrestling.  It's okay against individual weak animals but disastrous against a goblin squad.  Your dwarves will either get chopped in half while wasting time, or exhausted, which makes them extremely vulnerable to damage.  Wrestling skills are desirable for dodging, and a good way to keep sparring dwarves from cutting each other apart, but pathetic on offense.&lt;br /&gt;
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:Swords and spears periodically get stuck.  The only time I've seen that to be a real problem in combat is against zombies: both creatures freeze up, a bug I reported to Toady recently.  Aside from that, though, swords work well.  Axes work great against anything.  There's really no effective defense against getting chopped into little bits.  Hammers and maces work fine, at least against goblins.  Despite what the article says about blunt weapons repelling the enemy, I've seen swords and axes do that as well.  Maybe hammers just do it better.  Regardless, anything that gets thrown backward by a blow is not getting up again.  Though it does seem to me that edged weapons kill foes more quickly -- maybe because of bleeding.&lt;br /&gt;
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:Crossbows are utterly lethal, especially in the hands of an elite marksdwarf.  Even a novice with a crossbow can usually kill any single non-megabeast safely.  But they run out of bolts very quickly, so never send a marksdwarf into combat alone.--[[User:Maximus|Maximus]] 01:55, 19 November 2008 (EST)&lt;br /&gt;
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== Heroes &amp;amp; Champions == &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Alternatively, a dwarf on the verge of becoming a hero in one weapon skill can be transferred to another weapon and retrained; the attribute bonuses from gaining each weapon skill will stack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does this mean that once a dwarf reaches Hero level, if you change his weapon preference he will gain no attribute bonuses as he increases skill?  Would it then be preferable to allow a hero to reach legendary if he's already passed hero?  Or if you change his weapon, will he gain attribute bonuses for the levels in his new weapon that are beyond his old weapon's maximum? --[[User:Aristoi|Aristoi]] 16:35, 16 January 2009 (EST)&lt;br /&gt;
:To answer own my question, with some help from the #df on Synirc (Thanks TC and mezo), the soldier will gain attributes from all skill levels he achieves.  That is say they always stack.  Once Hero status is achieved, one only loses the ability to undraft them.  I'm going to change the article to be more clear. --[[User:Aristoi|Aristoi]] 16:55, 20 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_token&amp;diff=46277</id>
		<title>40d Talk:Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_token&amp;diff=46277"/>
		<updated>2009-01-19T21:25:18Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GENPOWER==&lt;br /&gt;
&lt;br /&gt;
In my for I experiencing this: every time I harvest plants from my underground forest I end up with 200-300 plump helmets and dimple cups and less than 50 of other underground plants. The only difference I can see, that might affect this is GENPOWER (2 on PH and DC and 1 on other).--[[User:Dorten|Dorten]] 23:55, 2 December 2008 (EST)&lt;br /&gt;
:I believe I read in the wiki somewhere that GENPOWER was related to a scrapped magic system.  Doesn't mean it's not being used for this, though. --[[User:Aristoi|Aristoi]] 16:25, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==GOOD/EVIL==&lt;br /&gt;
The sliver barb has the [EVIL] tag, might be worth adding that in here to the list. --[[User:Aristoi|Aristoi]] 19:54, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==FREQUENCY==&lt;br /&gt;
Does FREQUENCY act as a percent chance of a successful harvest?  So 100 means an herbalist is always successful?  If so, what determines the chance of a particular plant appearing at all? --[[User:Aristoi|Aristoi]] 16:25, 19 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soldier&amp;diff=29895</id>
		<title>40d Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soldier&amp;diff=29895"/>
		<updated>2009-01-16T21:35:33Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I currently have a champion who will not obey orders. She has picked a station herself and remains there no matter what I do. Is this a champion behavior in 2.7?--[[User:Mlcy]]&lt;br /&gt;
:Champions always behaved that way as far as I know. --[[User:Eagle of Fire|Eagle of Fire]] 14:40, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== No more sparring? ==&lt;br /&gt;
&lt;br /&gt;
For some reason, my military has stopped sparring. I have 4 Wrestler Champions, 2 Wrestler Elites, 1 Wrestler, and they're all 'Soldier'ing. I now want to bring them all up to legendary Swordsdwarves too, but they just. Won't. Train. They have swords and a barracks, and they're not on duty. Still no training. Help? [[User:Runspotrun|Runspotrun]] 07:09, 3 December 2007 (EST)&lt;br /&gt;
:Make sure there is a barrack designated for them to train. You may have unconstructed one of the furniture from which you've designated the room, so you'd need to do it again. Also, dwarves need to train in pair, and they don't always train. They often take breaks. This mean that the biggest the amount of trainees you have, the greatest the chance two of them will head at the same time to the barracks to train. Also, they will never train unless you go in the military screen, enter each individual squad setting with {{K|v}} and then hit {{K|t}} to make them &amp;quot;stand down&amp;quot;. Don't forget to do exactly the same again to place them &amp;quot;on duty&amp;quot; if you ever want to send them fighting again. --[[User:Eagle of Fire|Eagle of Fire]] 14:26, 3 December 2007 (EST)&lt;br /&gt;
:: Viable barracks, check. Several pairs, check. Stood down, check. The weird thing is that they were sparring like nutters in order to get up to Champion, and then they all just lost interest and started Soldiering. I note above that Champions have a mind of their own - maybe they can't be trained to legendary in an additional weapon, or stop sparring altogether at legendary? Also, there's an unresolved post in the bug forum that suggests that dwarves only spar for 3 years. Odd. I'm not hugely bothered because there's nothing for the army to kill; no sieges and no megabeasts. Bit boring, really. [[User:Runspotrun|Runspotrun]] 19:31, 3 December 2007 (EST)&lt;br /&gt;
::: I think I ran into the &amp;quot;no sparring after 3 years&amp;quot; bug, as my champions stopped sparring after around 3-4 years, then never sparred for the next 10 years, even when I drafted new recruits. They started sparring when I (f)reed the existing barracks and redesignated a new one from an armor rack instead of a bed.--[[User:Langdon|Langdon]] 00:02, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== only water? ==&lt;br /&gt;
Do soldiers only drink water? Both those who carry water and those who dont, complain about not having had booze for too long and becoming slow. Even the ones who are standing down dont seem to get booze. My piles are loaded and my civilians are ok, so that cant be the problem. --[[User:Koltom|Koltom]] 16:26, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They should only do that if you have them set to use waterskins. It's generally better to just have them not use waterskins so that they'll go for a refreshing alcoholic beverage when they need a drink like regular dwarves. --[[User:Janus|Janus]] 19:11, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think i have it worked out; they don't drop the waterskin, even if you make them civilians or tell them not to carry water, and they use up the water inside before going for booze again. What you can do is order the waterskin dumped and a fellow dwarf will take it off him. --[[User:Koltom|Koltom]] 22:09, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cluttering my stockpiles ==&lt;br /&gt;
&lt;br /&gt;
My soldiers are leaving their junk, mostly clothing, laying all over the place. I have a barracks room with about 20 beds in it, although its all the same room. Can I just throw some coffers in the barracks room for them to put their stuff, or do I need to designate individual rooms with containers in them? --[[User:Wafl|Wafl]] 01:33, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I made each of the beds separate rooms and put in a bunch of coffers, they are not moving their stuff, do i have to assign the barracks bedrooms, or will they claim them? --[[User:Wafl|Wafl]] 12:17, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Okay, I feel dumb now. I am putting cabinets in the rooms as well... --[[User:Wafl|Wafl]] 12:28, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Alright, I have cabinets next to every bed, as well as coffers, and they are assigned to dwarfs. They still are not moving their possessions. Is there any other way to move them? Dumping does not work, and neither do stockpiles for that item. --[[User:Wafl|Wafl]] 14:15, 17 April 2008 (EDT)&lt;br /&gt;
:Undraft them and wait. If you are lucky, they might decide to clean their junk. If you are VERY lucky. They won't do it, while drafted, EVEN if they are standing down.--[[User:Dorten|Dorten]] 23:09, 17 April 2008 (EDT)&lt;br /&gt;
::Thanks for the tip, they seem to be cleaning up their stuff... very very slowly. I think this is going to take awhile. --[[User:Wafl|Wafl]] 01:01, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Overcoming Sobriety ==&lt;br /&gt;
&lt;br /&gt;
I left a Champion on Use Waterskin for too long, and now he's beyond caring about the world. Any idea how long he'll take to drink himself out of his apathy? [[User:RomeoFalling|RomeoFalling]] 14:32, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm confused... you can't directly make a dwarf only drink water. Anyway, &amp;quot;beyond caring&amp;quot; is, IIRC, caused by seeing lots of death, and it's a good thing (I believe it limits the effect of negative thoughts, while also limiting positive ones). [[User:Milskidasith|Milskidasith]] 18:37, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Actually, a soldier assigned a waterskin will indeed drink only water, which is why you should ''never assign them waterskins''.  Hrmph.  And &amp;quot;not caring about anything anymore&amp;quot; is caused by witnessing a lot of death, and is, like you say, a good thing, despite how it sounds.&lt;br /&gt;
&lt;br /&gt;
::Did the soldier get back on the bottle, Romeo?--[[User:Maximus|Maximus]] 22:57, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Cripple Squad ==&lt;br /&gt;
&lt;br /&gt;
I have a military consisting of roughly a half marksdwarves, a fifth champions, and the rest melee dwarves. Unfortunatly, most of these melee users have spinal injuries (brown-ish or grey). Luckily, most of them are right below &amp;quot;great&amp;quot; in their primary skill. Would it be in my best interests to slap on a custom title and send them to do civilian work?&lt;br /&gt;
&lt;br /&gt;
== The enemy of my enemy is my friend ==&lt;br /&gt;
&lt;br /&gt;
Should we note that, at least in my game, soldiers tend to become friends with other soldiers quickly? Currently some of my nobles and even some of my more &amp;quot;sociable&amp;quot; dwarves (the ones working in areas with many other people) have no friends, yet a recently drafted recruit is already friends with one of my marksdwarves. I think this subject could do with some research (including of squadmates tend to be friends, if squad captains tend to be friends with one another, etc.)[[User:Milskidasith|Milskidasith]] 03:51, 14 November 2008 (EST)&lt;br /&gt;
:Soldiers take a moment to chat after they spar together, presumably talking about their sparring.  Since talking becomes part of their routine, soldiers make friends with the other soldiers pretty quickly.  In most of my fortresses, most civilians are lucky to have 2 friends, while soldiers usually have 5-10. &lt;br /&gt;
:Incidentally, this is a huge problem for the mood of your armed forces; having a squad wiped out is quite likely to cause tantrums in the other squads. --[[User:ThunderClaw|ThunderClaw]] 00:19, 14 November 2008 (EST)&lt;br /&gt;
:: Damn I keep forgetting to sign. Anyway, yeah, one of my champions happens to have something along the lines of 27 friends and all proficient or near proficient talking skills... 0_o. Now I can see destroying my (mostly friendly firing) atom smasher was an even smarter move (last time I only lost an expert marksdwarf). [[User:Milskidasith|Milskidasith]] 03:51, 14 November 2008 (EST)&lt;br /&gt;
::This can also lead to soldiers falling in love and marrying quite often, leading to some of your forces wading into battle wielding babies... --[[User:Bilkinson|Bilkinson]] 09:29, 14 November 2008 (EST)&lt;br /&gt;
:::Aka meatshields.--[[User:Maximus|Maximus]] 14:02, 14 November 2008 (EST)&lt;br /&gt;
::Soldiers divide their time between training and standing around in meeting halls. To reduce the amount of socializing they do, you can create more and larger meeting halls; however, soldiers will always follow their leaders. Even if the squad commander is sleeping in a private room, they'll all come to watch and talk with each other. At the least, smaller squads and more meeting places and barracks will mean less interaction, both in general and between squads.--[[User:Navian|Navian]] 12:36, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've been trying a military-heavy fortress with at least 75% drafted and apart from the first couple of batches of recruits, most of the soldiers (upwards of forty or fifty) don't have any friends at all. Standing down soldiers have not been in squads and I've got one large barracks where everyone trains and there are no meeting halls. I suppose that in a larger army soldiers would be less likely to spar with the same dwarf twice and minimising the different opportunities for socialising in meeting halls is no doubt adding to this as well. It's actually turning out pretty useful because my army seems to be able to actually absorb losses without everyone falling into misery and unhappiness. [[User:Extar|Extar]] 00:00, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Restructure military articles? ==&lt;br /&gt;
&lt;br /&gt;
How would everyone feel if I&lt;br /&gt;
&lt;br /&gt;
1. moved the descriptions of the soldier classes to their respective weapon articles.&lt;br /&gt;
2. changed the skill articles (e.g. the &amp;quot;marksdwarf&amp;quot; page) to say something like &amp;quot;Marksman is the skill that controls how good you are at using a [[crossbow]].&amp;quot;&lt;br /&gt;
3. beef up each weapon article with all the info I can find regarding that weapon, its users, and how it's best used in combat.&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 00:48, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've been thinking that all the weapon-specific stuff should be in [[weapon]], not in separate articles: when choosing a weapon, it'd be good to have the pluses and minuses all on one page.  I'd convert the prose into weapon-centric format instead of &amp;quot;weaponsdwarf&amp;quot; format.&lt;br /&gt;
&lt;br /&gt;
:It's hard to get solid info on what each weapon is good for.  Adventurer mode one way to test, but that doesn't tell you how effectively DF-mode dwarves fight with them.  I'll share what little I know right now: ''any'' weapon, even a wooden one in the hands of a newbie, is better than wrestling.  It takes forever to do real damage while wrestling.  It's okay against individual weak animals but disastrous against a goblin squad.  Your dwarves will either get chopped in half while wasting time, or exhausted, which makes them extremely vulnerable to damage.  Wrestling skills are desirable for dodging, and a good way to keep sparring dwarves from cutting each other apart, but pathetic on offense.&lt;br /&gt;
&lt;br /&gt;
:Swords and spears periodically get stuck.  The only time I've seen that to be a real problem in combat is against zombies: both creatures freeze up, a bug I reported to Toady recently.  Aside from that, though, swords work well.  Axes work great against anything.  There's really no effective defense against getting chopped into little bits.  Hammers and maces work fine, at least against goblins.  Despite what the article says about blunt weapons repelling the enemy, I've seen swords and axes do that as well.  Maybe hammers just do it better.  Regardless, anything that gets thrown backward by a blow is not getting up again.  Though it does seem to me that edged weapons kill foes more quickly -- maybe because of bleeding.&lt;br /&gt;
&lt;br /&gt;
:Crossbows are utterly lethal, especially in the hands of an elite marksdwarf.  Even a novice with a crossbow can usually kill any single non-megabeast safely.  But they run out of bolts very quickly, so never send a marksdwarf into combat alone.--[[User:Maximus|Maximus]] 01:55, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Heroes &amp;amp; Champions == &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Alternatively, a dwarf on the verge of becoming a hero in one weapon skill can be transferred to another weapon and retrained; the attribute bonuses from gaining each weapon skill will stack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does this mean that once a dwarf reaches Hero level, if you change his weapon preference he will gain no attribute bonuses as he increases skill?  Would it then be preferable to allow a hero to reach legendary if he's already passed hero?  Or if you change his weapon, will he gain attribute bonuses for the levels in his new weapon that are beyond his old weapon's maximum? [[User:Aristoi|Aristoi]] 16:35, 16 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46967</id>
		<title>User:Aristoi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46967"/>
		<updated>2009-01-14T03:10:10Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts=&lt;br /&gt;
=== [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound Gravebound] ===&lt;br /&gt;
:* ['''NEW'''] '''Leshalkodor''', &amp;quot;Mournfuldawns&amp;quot;, a turtle shell leggings (value 19,800)&amp;lt;br /&amp;gt;&amp;quot;''This is a turtle shell leggings.  All craftsdwarfship is of the highest quality.  It is encrusted with Diorite and Prase opal and encircled with bands of wolf leather and goblin bone.  On the item is an image of shining suns in turtle shell.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* ['''NEW'''] '''Kumil Muzish''', &amp;quot;The Armory of Martyrs&amp;quot;, a Iron toy hammer (value 27,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a Iron toy hammer.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Ash.  This object menaces with spikes of Copper.  On the item is an image of diamonds in Iron.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Dalzatkobem''', &amp;quot;Matchtroubled&amp;quot;, a Native gold bed (value 72,000)&amp;lt;br /&amp;gt;&amp;quot;''This is a Native gold bed.  All craftsdwarfship is of the highest quality.  On the item is an image of a wave in Native gold.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Tadar Lektar''', &amp;quot;The Mortality of Lures&amp;quot;, a Diorite ring (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a a Diorite ring.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Diorite.  On the item is an image of clouds in Diorite.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Nerridestun Gamil Unol''', &amp;quot;Groundbound the Trust of Soul&amp;quot;, a Willow amulet (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a Willow amulet.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Willow and mountain goat leather.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/usermaps.php?fortressName=Stonegrowl Stonegrowl] ===&lt;br /&gt;
:* '''Kesting Utir''', &amp;quot;The Meteors of Loot&amp;quot;, a Pitchblende puzzlebox (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a Pitchblende puzzlebox.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Pitchblende and Granite.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Edtûl Edól''', &amp;quot;The Grooves of Weathering&amp;quot;, a Orthoclase earring (value 7,200)&amp;lt;br /&amp;gt;&amp;quot;''This is a Orthoclase earring.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Pig tail.  This object is adorned with hanging rings of Orthoclase and cow leather.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Usheshzamoth''', &amp;quot;The Imprisoned Venom&amp;quot;, a Magnetite amulet (value 140,400)&amp;lt;br /&amp;gt;&amp;quot;''This is a Magnetite amulet.  All craftsdwarfship is of the highest quality.  It is studded with Platinum and Gold and encircled with bands of Magnetite.  This object menaces with spikes of sailfin molly bone.  On the item is an image of a dwarf and a Orthoclase earring in Native gold.  The dwarf is raising the Orthoclase earring.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Shithathnoböt''', &amp;quot;Perishedspurned&amp;quot;, a Orthoclase weapon rack (value 18,000)&amp;lt;br /&amp;gt;&amp;quot;''This is an Orthoclase weapon rack.  All craftsdwarfship is of the highest quality.  It is encrusted with Magnetite and encircled with bands of Orthoclase and giant eagle bone.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Mözirkol''', &amp;quot;Routedwheel&amp;quot;, a Magnetite mug (value 61,200)&amp;lt;br /&amp;gt;&amp;quot;''This is a Magnetite mug.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Pipe opal and turtle shell.  This object is adorned with hanging rings of turtle shell and meanaces with spikes of Kunzite.  On the item is an image of a dwarf in Magnetite.  On the item is an image of dwarves in Granite.  The dwarves are laboring.  On the item is an image of a moghopper in cave spider silk.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Suluskosh''', &amp;quot;The Craterous Slaughter&amp;quot;, a Pine chest (value 12,000)&amp;lt;br /&amp;gt;&amp;quot;''This is a pine chest.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Feather tree.  This object menaces with spokes of Pine, Tin and turtle shell.  On the item is an image of a blazing sun in Feather tree.  On the item is an image of a dwarf in Copper.  On the item is an image of a whip vine in Granite.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/usermaps.php?fortressName=Scorchingrim Scorchingrim] ===&lt;br /&gt;
:* ''Coming soon''&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46966</id>
		<title>User:Aristoi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46966"/>
		<updated>2009-01-14T03:08:29Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts=&lt;br /&gt;
=== [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound Gravebound] ===&lt;br /&gt;
:* ['''NEW'''] '''Leshalkodor''', &amp;quot;Mournfuldawns&amp;quot;, a turtle shell leggings (value 19,800)&amp;lt;br /&amp;gt;&amp;quot;''This is a turtle shell leggings.  All craftsdwarfship is of the highest quality.  It is encrusted with Diorite and Prase opal and encircled with bands of wolf leather and goblin bone.  On the item is an image of shining suns in turtle shell.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* ['''NEW'''] '''Kumil Muzish''', &amp;quot;The Armory of Martyrs&amp;quot;, a Iron toy hammer (value 27,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a Iron toy hammer.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Ash.  This object menaces with spikes of Copper.  On the item is an image of diamonds in Iron.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Dalzatkobem''', &amp;quot;Matchtroubled&amp;quot;, a Native gold bed (value 72,000)&amp;lt;br /&amp;gt;&amp;quot;''This is a Native gold bed.  All craftsdwarfship is of the highest quality.  On the item is an image of a wave in Native gold.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Tadar Lektar''', &amp;quot;The Mortality of Lures&amp;quot;, a Diorite ring (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a a Diorite ring.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Diorite.  On the item is an image of clouds in Diorite.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Nerridestun Gamil Unol''', &amp;quot;Groundbound the Trust of Soul&amp;quot;, a Willow amulet (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a Willow amulet.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Willow and mountain goat leather.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/usermaps.php?fortressName=Stonegrowl Stonegrowl] ===&lt;br /&gt;
:* '''Kesting Utir''', &amp;quot;The Meteors of Loot&amp;quot;, a Pitchblende puzzlebox (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;This is a Pitchblende puzzlebox.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Pitchblende and Granite.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Edtûl Edól''', &amp;quot;The Grooves of Weathering&amp;quot;, a Orthoclase earring (value 7,200)&amp;lt;br /&amp;gt;&amp;quot;This is a Orthoclase earring.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Pig tail.  This object is adorned with hanging rings of Orthoclase and cow leather.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Usheshzamoth''', &amp;quot;The Imprisoned Venom&amp;quot;, a Magnetite amulet (value 140,400)&amp;lt;br /&amp;gt;&amp;quot;This is a Magnetite amulet.  All craftsdwarfship is of the highest quality.  It is studded with Platinum and Gold and encircled with bands of Magnetite.  This object menaces with spikes of sailfin molly bone.  On the item is an image of a dwarf and a Orthoclase earring in Native gold.  The dwarf is raising the Orthoclase earring.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Shithathnoböt''', &amp;quot;Perishedspurned&amp;quot;, a Orthoclase weapon rack (value 18,000)&amp;lt;br /&amp;gt;&amp;quot;This is an Orthoclase weapon rack.  All craftsdwarfship is of the highest quality.  It is encrusted with Magnetite and encircled with bands of Orthoclase and giant eagle bone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Mözirkol''', &amp;quot;Routedwheel&amp;quot;, a Magnetite mug (value 61,200)&amp;lt;br /&amp;gt;&amp;quot;This is a Magnetite mug.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Pipe opal and turtle shell.  This object is adorned with hanging rings of turtle shell and meanaces with spikes of Kunzite.  On the item is an image of a dwarf in Magnetite.  On the item is an image of dwarves in Granite.  The dwarves are laboring.  On the item is an image of a moghopper in cave spider silk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Suluskosh''', &amp;quot;The Craterous Slaughter&amp;quot;, a Pine chest (value 12,000)&amp;lt;br /&amp;gt;&amp;quot;This is a pine chest.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Feather tree.  This object menaces with spokes of Pine, Tin and turtle shell.  On the item is an image of a blazing sun in Feather tree.  On the item is an image of a dwarf in Copper.  On the item is an image of a whip vine in Granite.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/usermaps.php?fortressName=Scorchingrim Scorchingrim] ===&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46965</id>
		<title>User:Aristoi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46965"/>
		<updated>2009-01-14T02:15:59Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Stonegrowl [http://mkv25.net/dfma/usermaps.php?fortressName=Stonegrowl] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts=&lt;br /&gt;
=== Gravebound [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound] ===&lt;br /&gt;
:* ['''NEW'''] '''Leshalkodor''', &amp;quot;Mournfuldawns&amp;quot;, a turtle shell leggings (value 19,800)&amp;lt;br /&amp;gt;&amp;quot;''This is a turtle shell leggings.  All craftsdwarfship is of the highest quality.  It is encrusted with Diorite and Prase opal and encircled with bands of wolf leather and goblin bone.  On the item is an image of shining suns in turtle shell.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* ['''NEW'''] '''Kumil Muzish''', &amp;quot;The Armory of Martyrs&amp;quot;, a Iron toy hammer (value 27,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a Iron toy hammer.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Ash.  This object menaces with spikes of Copper.  On the item is an image of diamonds in Iron.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Dalzatkobem''', &amp;quot;Matchtroubled&amp;quot;, a Native gold bed (value 72,000)&amp;lt;br /&amp;gt;&amp;quot;''This is a Native gold bed.  All craftsdwarfship is of the highest quality.  On the item is an image of a wave in Native gold.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Tadar Lektar''', &amp;quot;The Mortality of Lures&amp;quot;, a Diorite ring (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a a Diorite ring.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Diorite.  On the item is an image of clouds in Diorite.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Nerridestun Gamil Unol''', &amp;quot;Groundbound the Trust of Soul&amp;quot;, a Willow amulet (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a Willow amulet.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Willow and mountain goat leather.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Stonegrowl [http://mkv25.net/dfma/usermaps.php?fortressName=Stonegrowl] ===&lt;br /&gt;
:* '''Kesting Utir''', &amp;quot;The Meteors of Loot&amp;quot;, a Pitchblende puzzlebox (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;This is a Pitchblende puzzlebox.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Pitchblende and Granite.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Edtûl Edól''', &amp;quot;The Grooves of Weathering&amp;quot;, a Orthoclase earring (value 7,200)&amp;lt;br /&amp;gt;&amp;quot;This is a Orthoclase earring.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Pig tail.  This object is adorned with hanging rings of Orthoclase and cow leather.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Usheshzamoth''', &amp;quot;The Imprisoned Venom&amp;quot;, a Magnetite amulet (value 140,400)&amp;lt;br /&amp;gt;&amp;quot;This is a Magnetite amulet.  All craftsdwarfship is of the highest quality.  It is studded with Platinum and Gold and encircled with bands of Magnetite.  This object menaces with spikes of sailfin molly bone.  On the item is an image of a dwarf and a Orthoclase earring in Native gold.  The dwarf is raising the Orthoclase earring.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Shithathnoböt''', &amp;quot;Perishedspurned&amp;quot;, a Orthoclase weapon rack (value 18,000)&amp;lt;br /&amp;gt;&amp;quot;This is an Orthoclase weapon rack.  All craftsdwarfship is of the highest quality.  It is encrusted with Magnetite and encircled with bands of Orthoclase and giant eagle bone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Mözirkol''', &amp;quot;Routedwheel&amp;quot;, a Magnetite mug (value 61,200)&amp;lt;br /&amp;gt;&amp;quot;This is a Magnetite mug.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Pipe opal and turtle shell.  This object is adorned with hanging rings of turtle shell and meanaces with spikes of Kunzite.  On the item is an image of a dwarf in Magnetite.  On the item is an image of dwarves in Granite.  The dwarves are laboring.  On the item is an image of a moghopper in cave spider silk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Suluskosh''', &amp;quot;The Craterous Slaughter&amp;quot;, a Pine chest (value 12,000)&amp;lt;br /&amp;gt;&amp;quot;This is a pine chest.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Feather tree.  This object menaces with spokes of Pine, Tin and turtle shell.  On the item is an image of a blazing sun in Feather tree.  On the item is an image of a dwarf in Copper.  On the item is an image of a whip vine in Granite.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Scorchingrim [http://mkv25.net/dfma/usermaps.php?fortressName=Scorchingrim] ===&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46964</id>
		<title>User:Aristoi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46964"/>
		<updated>2009-01-14T01:12:51Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Gravebound [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts=&lt;br /&gt;
=== Gravebound [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound] ===&lt;br /&gt;
:* ['''NEW'''] '''Leshalkodor''', &amp;quot;Mournfuldawns&amp;quot;, a turtle shell leggings (value 19,800)&amp;lt;br /&amp;gt;&amp;quot;''This is a turtle shell leggings.  All craftsdwarfship is of the highest quality.  It is encrusted with Diorite and Prase opal and encircled with bands of wolf leather and goblin bone.  On the item is an image of shining suns in turtle shell.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* ['''NEW'''] '''Kumil Muzish''', &amp;quot;The Armory of Martyrs&amp;quot;, a Iron toy hammer (value 27,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a Iron toy hammer.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Ash.  This object menaces with spikes of Copper.  On the item is an image of diamonds in Iron.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Dalzatkobem''', &amp;quot;Matchtroubled&amp;quot;, a Native gold bed (value 72,000)&amp;lt;br /&amp;gt;&amp;quot;''This is a Native gold bed.  All craftsdwarfship is of the highest quality.  On the item is an image of a wave in Native gold.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Tadar Lektar''', &amp;quot;The Mortality of Lures&amp;quot;, a Diorite ring (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a a Diorite ring.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Diorite.  On the item is an image of clouds in Diorite.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:* '''Nerridestun Gamil Unol''', &amp;quot;Groundbound the Trust of Soul&amp;quot;, a Willow amulet (value 3,600)&amp;lt;br /&amp;gt;&amp;quot;''This is a Willow amulet.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Willow and mountain goat leather.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Stonegrowl [http://mkv25.net/dfma/usermaps.php?fortressName=Stonegrowl] ===&lt;br /&gt;
&lt;br /&gt;
=== Scorchingrim [http://mkv25.net/dfma/usermaps.php?fortressName=Scorchingrim] ===&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_token&amp;diff=46276</id>
		<title>40d Talk:Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_token&amp;diff=46276"/>
		<updated>2009-01-14T00:54:42Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GENPOWER==&lt;br /&gt;
&lt;br /&gt;
In my for I experiencing this: every time I harvest plants from my underground forest I end up with 200-300 plump helmets and dimple cups and less than 50 of other underground plants. The only difference I can see, that might affect this is GENPOWER (2 on PH and DC and 1 on other).--[[User:Dorten|Dorten]] 23:55, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==GOOD/EVIL==&lt;br /&gt;
The sliver barb has the [EVIL] tag, might be worth adding that in here to the list. [[User:Aristoi|Aristoi]] 19:54, 13 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46963</id>
		<title>User:Aristoi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46963"/>
		<updated>2009-01-14T00:32:10Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts=&lt;br /&gt;
=== Gravebound [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound] ===&lt;br /&gt;
:* ['''NEW'''] Dalzatkobem, &amp;quot;Matchtroubled&amp;quot;, a Native gold bed (value 72000)&lt;br /&gt;
:* ['''NEW'''] Tadar Lektar, &amp;quot;The Mortality of Lures&amp;quot;, a Diorite ring (value 3600)&lt;br /&gt;
:* Nerridestun Gamil Unol, &amp;quot;Groundbound the Trust of Soul&amp;quot;, a Willow amulet (value 3600)&lt;br /&gt;
&lt;br /&gt;
=== Stonegrowl [http://mkv25.net/dfma/usermaps.php?fortressName=Stonegrowl] ===&lt;br /&gt;
&lt;br /&gt;
=== Scorchingrim [http://mkv25.net/dfma/usermaps.php?fortressName=Scorchingrim] ===&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46962</id>
		<title>User:Aristoi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Aristoi&amp;diff=46962"/>
		<updated>2009-01-14T00:31:58Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: New page: =Artifacts= === Gravebound [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound] == :* ['''NEW'''] Dalzatkobem, &amp;quot;Matchtroubled&amp;quot;, a Native gold bed (value 72000) :* ['''NEW'''] Tadar...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts=&lt;br /&gt;
=== Gravebound [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound] ==&lt;br /&gt;
:* ['''NEW'''] Dalzatkobem, &amp;quot;Matchtroubled&amp;quot;, a Native gold bed (value 72000)&lt;br /&gt;
:* ['''NEW'''] Tadar Lektar, &amp;quot;The Mortality of Lures&amp;quot;, a Diorite ring (value 3600)&lt;br /&gt;
:* Nerridestun Gamil Unol, &amp;quot;Groundbound the Trust of Soul&amp;quot;, a Willow amulet (value 3600)&lt;br /&gt;
&lt;br /&gt;
=== Stonegrowl [http://mkv25.net/dfma/usermaps.php?fortressName=Stonegrowl] ===&lt;br /&gt;
&lt;br /&gt;
=== Scorchingrim [http://mkv25.net/dfma/usermaps.php?fortressName=Scorchingrim] ===&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Aristoi&amp;diff=46961</id>
		<title>User talk:Aristoi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Aristoi&amp;diff=46961"/>
		<updated>2009-01-14T00:30:53Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Aristoi&amp;diff=46960</id>
		<title>User talk:Aristoi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Aristoi&amp;diff=46960"/>
		<updated>2009-01-13T22:34:25Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: New page: =Artifacts= === Gravebound [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound] === :* ['''NEW'''] Dalzatkobem, &amp;quot;Matchtroubled&amp;quot;, a Native gold bed (value 72000) :* ['''NEW'''] Tada...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Artifacts=&lt;br /&gt;
=== Gravebound [http://mkv25.net/dfma/usermaps.php?fortressName=Gravebound] ===&lt;br /&gt;
:* ['''NEW'''] Dalzatkobem, &amp;quot;Matchtroubled&amp;quot;, a Native gold bed (value 72000)&lt;br /&gt;
:* ['''NEW'''] Tadar Lektar, &amp;quot;The Mortality of Lures&amp;quot;, a Diorite ring (value 3600)&lt;br /&gt;
:* Nerridestun Gamil Unol, &amp;quot;Groundbound the Trust of Soul&amp;quot;, a Willow amulet (value 3600)&lt;br /&gt;
&lt;br /&gt;
=== Stonegrowl [http://mkv25.net/dfma/usermaps.php?fortressName=Stonegrowl] ===&lt;br /&gt;
&lt;br /&gt;
=== Scorchingrim [http://mkv25.net/dfma/usermaps.php?fortressName=Scorchingrim] ===&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sliver_barb&amp;diff=16107</id>
		<title>40d Talk:Sliver barb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sliver_barb&amp;diff=16107"/>
		<updated>2009-01-13T22:26:30Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;taken from [http://forums.somethingawful.com/showthread.php?threadid=2669677&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=47]&lt;br /&gt;
&lt;br /&gt;
=Farming=&lt;br /&gt;
Can silver barb only be grown in evil biomes?  Or once you get the seeds you can grown them in any? [[User:Aristoi|Aristoi]] 17:26, 13 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39485</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39485"/>
		<updated>2009-01-05T16:46:39Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Wood and trees? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I was able to create a White Sand Cavern Floor for the purposes of glassmaking.  Type &amp;quot;60 01&amp;quot;, Unknown 2 &amp;quot;01 00&amp;quot;, Unknown 3 &amp;quot;05 00&amp;quot;, Unknown 5 &amp;quot;C0 FD&amp;quot;, Block Biome Index &amp;quot;7&amp;quot; and Geo Index Layer &amp;quot;2&amp;quot;, with the rest all &amp;quot;00&amp;quot; and temperature seeming to make no difference.  Would this be helpful on the main page?  --[[User:Aristoi|Aristoi]] 17:09, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
:i like the soundof making waterfalls, but all that happes is i get a square called &amp;quot;waterfall&amp;quot;, and no water comes out --[[User:Corhen|Corhen]] 19:12, 16 july 2008 (EDT)&lt;br /&gt;
::ok, put a wall beside it, removed it, now it works, i now have a waterfall falling into a chasm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --[[User:SP2|SP2]] 19:12, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Creating a magma flow would be pretty cool, maybe next time I get a chance I should see if setting the &amp;quot;is lava&amp;quot; flag to a waterfall and see if it creates a lavafall :) I was having trouble with water flow and resorted to a waterfall for a renewing source of water, so I dunno how to combat the &amp;quot;flow&amp;quot; tiles not &amp;quot;flowing&amp;quot;. Also, should I add to the real page the chasm/waterfall stuff or wait for Rick to? &lt;br /&gt;
:--[[User:Corc|Corc]] 19:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Let rick do it. Those that are interested in unsupported operations will be looking at discussion pages anyways. --[[User:N9103|Edward]] 03:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Lethal coldness==&lt;br /&gt;
&lt;br /&gt;
I flubbed a bit of moat-digging and needed a do-over, so I used this tool to turn some of the mined-out squares back into clay loam again. Worked great, but now it appears those tiles have been set to be extremely cold; any miner I send in to re-dig them gets massively wounded or killed by the cold. The field immediately below the &amp;quot;temperature&amp;quot; field used to be set to 10015 but gets set to 0 when I edit the tile, which might be the cause of this, but it appears that Tile Edit is unable to change this value back to 10015; every time I try it goes back to 0 again. Has anyone else seen this behavior, and/or do they know a way around it? [[User:Bryan Derksen|Bryan Derksen]] 21:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There should be two fields for temperature with the up/down arrows at the far right - try setting them both to 10050 or so several times and waiting for a while? This fixed my freezing problems. Edit: No... I've been trying to set a small area that keeps freezing to 10050, it just keeps falling to 0 or bugging out. Tile edit seems to seriously and permanently mess up temperature =/ --[[User:Wooty|Wooty]] 05:04, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yea, i have that problem tried resetting the temp, but that never worked. has any1 tried buting water on a frozen tile, will it flah freeze--[[User:Corhen|Corhen]] 010:22, 08 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wood and trees?==&lt;br /&gt;
is there any way to spawn items,such as wood planks, and trees?&lt;br /&gt;
:I tried to make a tree, and I can create a capital &amp;quot;T&amp;quot; which is listed as &amp;quot;tree&amp;quot; but it has no type.  The actual type appears to be stored elsewhere (or at least not accessible to Tile Edit).  Not sure if a generic tree would be usable to cut wood from. -[[User:Aristoi|Aristoi]] 16:58, 4 January 2009 (EST)&lt;br /&gt;
::Tried it way before you did it, not possible.&amp;lt;br&amp;gt;Btw people remember to SIGN YOUR EDITS ({{#if: Z | [[DwarfFortressWiki:Community_Portal#{{uc:Z}}|&amp;lt;span title=&amp;quot;Rule {{uc:Z}}: {{#switch:{{uc:Z}}|A=Alphabet|B=Be bold|C=Categories|D=Discussion|E=Eliminate fluff|F=Facts|G=Greed|H=Headings|I=Images|J=Jealousy|K=Keys template|L=Losing is fun|M=More people should look in raws|N=Naming|O=Original research is good|P=Preview|Q=Queue|R=Redundancy|S=Style|T=Timelessness|U=User pages|V=Verify|W=Wit hard to recognize|X=Xeniality|Y=Ye Olde (outdated) Info|Z=Zorro (i.e. sign your comments)|unknown rule}}&lt;br /&gt;
&amp;quot;&amp;gt;Rule {{uc:Z}}&amp;lt;/span&amp;gt;]] | [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|rule]] }}) --[[User:GreyMario|GreyMaria]] 20:58, 4 January 2009 (EST)&lt;br /&gt;
:::Maybe drop on back by and post that on the wiki, instead of making snarky comments? --[[User:Aristoi|Aristoi]] 11:46, 5 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Status&amp;diff=26492</id>
		<title>40d Talk:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Status&amp;diff=26492"/>
		<updated>2009-01-05T01:15:44Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I would like someone to independently verify my claims on fortress wealth, imports and exports.  From my experience they seem to be accurate but I would appreciate it if someone double-checked my findings.&lt;br /&gt;
&lt;br /&gt;
== Stone status ==&lt;br /&gt;
&lt;br /&gt;
Current wording is a bit unclear - my fortress is in chalk cliffs and I am trying to build doors with chalk, do I need [[chalk]] to be in red or in green?&lt;br /&gt;
Will confirm and fix the text to clarify what the screen should look like to use economic stone for mundane purposes.[[User:GarrieIrons|GarrieIrons]] 00:59, 1 February 2008 (EST)&lt;br /&gt;
:All right. I have plenty of chalk lying around. I go {{key|z}} select Stone and change [[chalk]] from red to green. I get the message&lt;br /&gt;
 Tobul Vucarbavast, MAson cancels Construct rock Door: Needs non-economic rock.&lt;br /&gt;
:I toggle from green back to red, create a new job at the mason workshop, and get the same message.&lt;br /&gt;
:I assume that if [[chalk]] is in green at the status screen I am supposed to be able to use it for &amp;quot;anything&amp;quot;?[[User:GarrieIrons|GarrieIrons]] 01:05, 1 February 2008 (EST)&lt;br /&gt;
::Yes, green is usable. if your task(s) existed before the toggle, that's probably why it failed. I've ended up using economic stones many times as it was the primary stone in many cases. I'm semi-surprised that your fort didn't auto-enable chalk, as there's a function somewhere that will enable the first economic stone it finds if it's determined to be in great quantities. --[[User:N9103|Edward]] 18:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Status - Stock - Individual Item Mode ==&lt;br /&gt;
going to build a list here of all the colors for this screen, couldn't find it anywhere else, so please move it, or update it as necessary.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colour&lt;br /&gt;
! Meaning&lt;br /&gt;
! align=&amp;quot;left&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| Not Available&lt;br /&gt;
| basically, dwarves can't reach the item, item can also be in the Trade Depot marked as trading.&lt;br /&gt;
|-&lt;br /&gt;
| Light Grey&lt;br /&gt;
| Imported&lt;br /&gt;
| comes from outside (i.e. not built by the fortress)&lt;br /&gt;
|-&lt;br /&gt;
| Brown&lt;br /&gt;
| Home Made&lt;br /&gt;
|-&lt;br /&gt;
| Purple&lt;br /&gt;
| Forbidden&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
will update talk page until I think its a reasonably full list, then do some formatting and move to main page.&lt;br /&gt;
&lt;br /&gt;
== Kitchen status carry-over? ==&lt;br /&gt;
&lt;br /&gt;
Let's say I forbid cooking Dwarven wine.  Then let's say my dwarves drink all the Dwarven wine and I run out completely, so I brew some more.  Will the status screen remember that Dwarven wine is forbidden for cooking?  [[User:Gairabad|Gairabad]] 17:48, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes.--[[User:Maximus|Maximus]] 19:18, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Forbidding Stone Issue? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if I forbid stone on the Stocks screen to try and force a mason to use a certain type, it creates problems.  After I forbid 2 types, but left another 4 or 5 to choose from, the mason refused to build anything.  I was forced to unforbid all rock to get him to break out of this &amp;quot;funk&amp;quot;.  I also noticed this when forbidding everything but obsidian (even after marking it green in the econ rock screen).  The mason wouldn't build anything. Anyone else notice this?  --[[User:Aristoi|Aristoi]] 20:15, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13698</id>
		<title>40d Talk:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13698"/>
		<updated>2009-01-05T01:00:08Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Advantage over doors? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Floodgates vs magma==&lt;br /&gt;
... but only '''stone''' and metal will hold back magma.&lt;br /&gt;
&lt;br /&gt;
Is this true? In the last version only steel was strong enough to contain magma. --[[User:Mizipzor|Mizipzor]] 15:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, my dolomite floodgates were enough to hold magma. So stone floodgates are capable of holding magma. Dunnoe about wooden ones though. [[User:Noctis|Noctis]] 15:59, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not true. I used stone floodgates all the time with magma in the last version. --[[User:RedKing|RedKing]] 00:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Perhaps the confusion comes from the fact that you needed steel to bridge over magma --[[User:Moller|Moller]] 02:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Alright, the dolomite floodgates that I've mentioned earlier seem to have disappeared, presumably melted away. Thus I'm led to belive that only steel(or better) floodgates are capable of holding magma now. [[User:Noctis|Noctis]] 09:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::From what I've seen stone floodgates are, at the moment, one use like the steel ones listed in the article...but for different reasons.  A closed stone floodgate will hold back magma indefinitely (probably for the same reason that the normal stone walls hold magma as they do), but once you link  and open it the magma enters the same tile and turns any stone into it's molten counterpart.  This means both your stone floodgate and stone mechanism are turned to slag and eventually lost to the magma forever.  I would bet that the steel floodgates are still there, but forever locked in their open state since your mechanism just got turned to goo and you can no longer select the flood gate from the lever's link menu.  Perhaps [[Bauxite|Bauxite]] might be able to survive the magma, but I need to find some first in order to test that theory.{{version|0.27.169.33b}}   --[[User:TheUbie|TheUbie]] 04:28, 19 November 2007 (EST)&lt;br /&gt;
::Interestingly enough, I do believe dolomite has a high melting point and is somewhat heat resistant...&lt;br /&gt;
&lt;br /&gt;
:::To clear things up: build both floodate and mechanism from a material listed at [[Magma-safe materials]].[[User:GarrieIrons|GarrieIrons]] 03:13, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In the current version (40d) I've successfully used bauxite floodgates/mechanisms to control magma flow. Bauxite is your best bet (and less costly than steel in terms of material). Sdu - 01/11/2008&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Activation time==&lt;br /&gt;
Interesting note, floodgates seem to take approximately 100 steps to open after activation, from my experimentation. Maybe this could be used in the article somehow? &lt;br /&gt;
[[User:NullAshton|NullAshton]] 23:51, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ooh, interesting. Exactly the same amount as a bridge. --[[User:Savok|Savok]] 20:36, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== opening and closing ==&lt;br /&gt;
&lt;br /&gt;
do I '''have''' to use a lever to open and close a floodgate? Early on - I have a room next to a river - I want to put a floodgate in the corridor and &amp;quot;bucket fill&amp;quot; a &amp;quot;pond&amp;quot; from the outside.&lt;br /&gt;
&lt;br /&gt;
will this plan work or do I '''need''' a lever?[[User:GarrieIrons|GarrieIrons]] 01:55, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You need some kind of machine to trigger it, yes. Pressure plates work as well. --[[User:N9103|Edward]] 06:20, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
All right... I have a 1-wide channel, with a floodgate &amp;quot;placed&amp;quot; not &amp;quot;built&amp;quot; somewhere along it.&lt;br /&gt;
Access is from a stair to the right.&lt;br /&gt;
No matter if I put the build command closer to the stair, or further away from the stair, the dwarves seem to build the floodgate so that it cuts off their exit! WTF is one to do here? I keep ordering the dwarf that just built the floodgate to remove it so they can get out again.[[User:GarrieIrons|GarrieIrons]] 23:34, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hook it to a mechanism and open it. --[[User:Ikkonoishi|Ikkonoishi]] 00:59, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah well when I get a mechanic that is the general plan ;) but right now it's sitting in the middle of a channel while I prey for more immigrants before all of my dwarves die of thirst![[User:GarrieIrons|GarrieIrons]] 01:48, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::All right, I have opening and closing floodgates now.[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Would you mind posting a pic of your setup?  I'm a mite confused on this also....[[User:Holyfool|Holyfool]] 22:38, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Sorry that fortress is lost to it being a very early experiment.[[User:GarrieIrons|GarrieIrons]] 03:13, 6 July 2008 (EDT)&lt;br /&gt;
== River crossings ==&lt;br /&gt;
&lt;br /&gt;
I can dam/divert a river with floodgates I hope. &lt;br /&gt;
If I dig a channel 1 z-level down, then build a wall, the top is a floor I can walk across. Why isn't the top of a floodgate a floor? it is silly that I have to build a floodgate then a bridge as well, and connect them to the same lever, if I want a floodgate I can walk over. (in real life even a simple drop-board weir - which is pretty mcuh a timber floodgate - can be walked over so that you can put the boards in and out).[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
:PS. I am diverting my brook by digging a channel through it while it is frozen then building a series of floodgates in the resulting channel. I guess this will work (here's for trying) but how would one divert a river?[[User:GarrieIrons|GarrieIrons]] 07:47, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Non-freezing? Very difficult to get to work properly, dependent on the terrain of course. Basically, you'd have to dig quite a large pond/lake for the river to fill while scrambling like mad to get those dwarves to install all the floodgates or build the walls before the flow into the lake slows enough for construction-blocking waterlevels to start flowing again. Definitely suggest a stockpile immediately adjacent to the closest entry point to the downstream side of the dam to hopefully avoid a waste of time if only one or two dwarves get their lazy butts over to the work that needs to be done! As for freezing; well, that's always been child's play, and I always wonder why people bother asking someone &amp;quot;if the map they're on freezes,&amp;quot; anytime someone says they need help trying to dam a flow. ;) --[[User:N9103|Edward]] 09:30, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, I have dug a channel in the ice. There are some boulders left behind as well as it seems some ice blocks. I think these will be off to make a pond as ice hauling seems much more efficient to me than bucket hauling?&lt;br /&gt;
:But anyway, the channel is all marked as &amp;quot;blocked&amp;quot; when I try to build floodgates. Will see what it's like when the ice blocks are all gone.[[User:GarrieIrons|GarrieIrons]] 06:40, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::To make your dwarf build on the right side you can &amp;quot;suspend&amp;quot; ('s' key is the shortcut) the building as soon as the dwarf starts on the wrong side. As soon as they move away you then un-&amp;quot;suspend&amp;quot; the construction and they should attempt to build it again. It can take a few tries but it works.&lt;br /&gt;
&lt;br /&gt;
:::Another way is just to let them build it on the wrong side and have a miner dig out a square adjacent to the floodgate. You may need to dig out one more square but then you you can wall them up with the (C)onstruction building task. - Sdu 01/11/2008&lt;br /&gt;
&lt;br /&gt;
:::Some people use doors instead of floodgates to do the same job which means that whatever side your dwarf builds it, he can still walk back through it. - Sdu 01/11/2008&lt;br /&gt;
&lt;br /&gt;
== Floodgate swept away ==&lt;br /&gt;
&lt;br /&gt;
With version 38a I noticed that floodgates can be swept away by molten rock which is pushed by the flowing lava. I don't know if this also happend with earlier versions since this was the first time, because of lack of fule and wood, that I actually used magma.&lt;br /&gt;
Somebody should probably mention in the article that it is advisable to remove rocks from the magma channel to prevent this. [[User:Buckermann|Buckermann]] 11:53, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The floodgate was verified beforehand to have been built, and not simply dropped and forgotten? --[[User:N9103|Edward]] 07:39, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm quite sure that it was build, and not just dropped. It was even connected to a lever and was working. For a short time at least... And I'm also quite sure that I used Bauxit mechanism for it. [[User:Buckermann|Buckermann]] 09:53, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A non-bauxite mech. would be my next point of inquiry, and just to make sure we're not missing the obvious, the floodgate itself was magma-proof? --[[User:N9103|Edward]] 04:14, 14 February 2008 (EST)&lt;br /&gt;
::::Yes, the floodgate too was made of Bauxit, and it is still visible in my magma silo. ([http://i162.photobucket.com/albums/t243/TaBu-NiW/magmachamber.png?t=1203005405 Link to image]) [[User:Buckermann|Buckermann]] 11:11, 14 February 2008 (EST)&lt;br /&gt;
:::::Can you reproduce this? [[User:VengefulDonut|VengefulDonut]] 12:21, 14 February 2008 (EST)&lt;br /&gt;
::::::No. I tried a few times to reproduce this, but never succeeded. Probably I just forgot to use bauxit mechanism the first time. Though, I would have sworn that I did. [[User:Buckermann|Buckermann]] 20:14, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Access ==&lt;br /&gt;
&lt;br /&gt;
I dug a diagonal tunnel towards a water source and I wanted to put a floodgate inside it - and one on the end where my farm will be - to create a reservoir.  But I get the message, &amp;quot;no access&amp;quot; when I try to build the floodgate inside the tunnel.  Apparently floodgates can only be placed when there is horizontal or vertical access to the square?  (I planned to connect a lever to it so I don't need to stand next to it.)&amp;lt;br /&amp;gt;&lt;br /&gt;
That does indeed seem to be the case.  I was able to place one in the middle of a horizontal tunnel but not in a diagonal one.  I dug an extra square (ruining my perfect symmetry with an ugly dogleg :)) and was able to put the floodgate inside my diagonal tunnel.  --[[User:Danny Rathjens|Danny Rathjens]] 01:15, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== bug? ==&lt;br /&gt;
&lt;br /&gt;
i wanted to water some rock below my fortress with the water from my moat, so i built a setup like this:&lt;br /&gt;
..~.&amp;lt;br&amp;gt;&lt;br /&gt;
..x.&amp;lt;br&amp;gt;&lt;br /&gt;
.&amp;gt; .    surface level -1&amp;lt;br&amp;gt;&lt;br /&gt;
..x.&amp;lt;br&amp;gt;&lt;br /&gt;
..~.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
....&amp;lt;br&amp;gt;&lt;br /&gt;
.&amp;lt; x   surface level -2&amp;lt;br&amp;gt;&lt;br /&gt;
....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
basically, the idea was that the area between the floodgates on the top level would fill with water, BUT while the top two were open, the bottom one would be closed. so i hooked up the top two to a lever, pulled it, built the third floodgate, linked that to the lever. so now my top two gates are open, and the bottom one closed. this would make sure that only the amount of water i wanted would go onto my plot. however, when i next pulled the lever, the top two closed, but the bottom one didnt open. i pulled it again and all 3 opened. so dont go doing this yourself, use two levers instead of 1. [[User:Twiggie|Twiggie]] 12:09, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is intended. Levers have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state. Pulling them switches the lever state and updates all connected constructions to the new state. --[[User:Doniazade|Doniazade]] 12:47, 16 May 2008 (EDT)&lt;br /&gt;
::use a pressure plate to cut off the area you don't want flooded beyond a certain depth.[[User:GarrieIrons|GarrieIrons]] 03:23, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A Question on Flow and Floodgates ==&lt;br /&gt;
&lt;br /&gt;
So I had my two-[[floodgate]] system for letting [[magma]] into the trench below my smelting and forging rooms, each floodgate hooked up to a separate [[lever]]. The 'downstream' gate was right next to the [[ramp]] down which the magma was meant to [[flow]]. The upstream floodgate worked fine, and the magma went into the trench fine, but when I attempted to close the downstream gate, it re-appeared at the bottom of the channel. Was it swept away by the flow as it was trying to close? What happened there? --[[User:Zombiejustice|Zombiejustice]] 19:21, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What material was the floodgate made out of? What material were the mechanisms made out of? It seems that the magma melted something and deconstructed the floodgate. --[[User:Savok|Savok]] 20:36, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like this was answered higher on this page: The floodgate was made of bauxite, but the mechanism was not and must have melted once the gate was opened. Should really have seen that coming, I guess. Well, only a few rooms are full of magma, I'm sure it'll cool in a month or two. Lesson learned. --[[User:Zombiejustice|Zombiejustice]] 22:19, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Placement and seeing it work ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if my flood gate is working. Once you place it, is it able to block water already or only after you connect a lever and pull it? It doesn't move in the z-axis? I'm not sure if it goes up or down from placement like if I had to dig and extra level down below them in order to get it move. I'm sure it just blocks one z-level of water right?--[[User:Seaneat|Seaneat]] 10:18, 4 July 2008 (EDT)&lt;br /&gt;
:They start working as soon as they're built. They block water and dwarves, which can lead to a dwarf being trapped behind the floodgate until you ''very quickly'' get another dwarf to built a lever, connect it to the floodgate, and pull it, to open the floodgate. When they're opened, like bridges, they don't occupy a different z-level position - they just disappear. It only blocks one z-level of water, yes. --[[User:AlexChurchill|AlexChurchill]] 12:39, 4 July 2008 (EDT)&lt;br /&gt;
::Well - they are &amp;quot;1 square wide&amp;quot;. Nobody ever said the open part of a floodgate is the full 1-square wide, but they don't show up when opened.&lt;br /&gt;
::Maybe there should be a tile for an open floodgate which shows posts on both sides and an opening in the middle. But then you would need to &amp;quot;orient&amp;quot; the floodgate.&lt;br /&gt;
::My guess for a rock one: a ten foot (square) by two foot slab of rock that pivots centrally when opened. So when open it's still there in the middle of the tile, just oriented to let the fluid move through.&lt;br /&gt;
::[http://www.dpi.nsw.gov.au/agriculture/resources/soils/ass/leaflet/6 Look here] for some pictures of low-tech real-world ones - I'm sure the dwarves build ones which are pretty similar, just they use rock instead of concrete.[[User:GarrieIrons|GarrieIrons]] 03:20, 6 July 2008 (EDT)&lt;br /&gt;
:::And for &amp;quot;tidal floodgates&amp;quot; that link contains the following disadvantage:&lt;br /&gt;
::::''Disadvantages: There is a minor risk of being jammed open (as with normal gates). May require a new gate to be made in some cases.''&lt;br /&gt;
:::So don't be too hard on your dwarves building floodgates that can't handle high temperatures, us humans can't even get it right (low-tech) with just water![[User:GarrieIrons|GarrieIrons]] 03:31, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A pivoting slab (basically a giant butterfly valve) sounds like a good idea, but it wouldn't match the behavior of floodgates in the game. I routinely use a row of three floodgates as my fortress' main entrance, left open by default. Since caravan wagons can pass through when open there can't be any obstructions in those three squares, so I assume the floodgates must operate like vertical sliding sluice gates instead. [[User:Bryan Derksen|Bryan Derksen]] 04:34, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Advantage over doors?  ==&lt;br /&gt;
&lt;br /&gt;
Aside from being able to make them wider than two tiles, is there any reason to use a floodgate rather than a (stone) door? The floodgates take longer to open and close, and block dwarves from whatever they desperately want that's always behind them... --[[User:Azaram|Azaram]] 01:39, 1 December 2008 (EST)&lt;br /&gt;
:Desire for authenticity and/or accuracy generally. Basically, a fair amount of people feel that doors shouldn't be as good as floodgates for holding back the waters. And Toady has said that this will be fixed in a later release. -[[User:Fuzzy|Fuzzy]] 08:49, 1 December 2008 (EST)&lt;br /&gt;
:Can floodgates be smashed by megabeasts as doors can?  That might be another reason. --[[User:Aristoi|Aristoi]] 20:00, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Materials to build a Floodgate ==&lt;br /&gt;
&lt;br /&gt;
Hello everybody, shouldn't be there a list of the needed components to build a floodgate? Chris &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sherelian|Sherelian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*10 seconds- time taken to look for floodgate jobs in the manager's job queue. (u&amp;gt;m&amp;gt;q&amp;gt;floodgate)&lt;br /&gt;
:*1 minute- time taken to copypaste and adjust identical sentence from [[door]].&lt;br /&gt;
:*50 seconds- time taken to find out who you *actually* are and sign your comment for you.&lt;br /&gt;
:*1 minute- time taken to give you a response.&lt;br /&gt;
:*3 minutes- time I donated to your life. Hope you enjoy it! --[[User:N9103|Edward]] 18:01, 2 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39483</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39483"/>
		<updated>2009-01-04T22:09:29Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: Creating white sand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I was able to create a White Sand Cavern Floor for the purposes of glassmaking.  Type &amp;quot;60 01&amp;quot;, Unknown 2 &amp;quot;01 00&amp;quot;, Unknown 3 &amp;quot;05 00&amp;quot;, Unknown 5 &amp;quot;C0 FD&amp;quot;, Block Biome Index &amp;quot;7&amp;quot; and Geo Index Layer &amp;quot;2&amp;quot;, with the rest all &amp;quot;00&amp;quot; and temperature seeming to make no difference.  Would this be helpful on the main page?  --[[User:Aristoi|Aristoi]] 17:09, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
:i like the soundof making waterfalls, but all that happes is i get a square called &amp;quot;waterfall&amp;quot;, and no water comes out --[[User:Corhen|Corhen]] 19:12, 16 july 2008 (EDT)&lt;br /&gt;
::ok, put a wall beside it, removed it, now it works, i now have a waterfall falling into a chasm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --[[User:SP2|SP2]] 19:12, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Creating a magma flow would be pretty cool, maybe next time I get a chance I should see if setting the &amp;quot;is lava&amp;quot; flag to a waterfall and see if it creates a lavafall :) I was having trouble with water flow and resorted to a waterfall for a renewing source of water, so I dunno how to combat the &amp;quot;flow&amp;quot; tiles not &amp;quot;flowing&amp;quot;. Also, should I add to the real page the chasm/waterfall stuff or wait for Rick to? &lt;br /&gt;
:--[[User:Corc|Corc]] 19:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Let rick do it. Those that are interested in unsupported operations will be looking at discussion pages anyways. --[[User:N9103|Edward]] 03:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Lethal coldness==&lt;br /&gt;
&lt;br /&gt;
I flubbed a bit of moat-digging and needed a do-over, so I used this tool to turn some of the mined-out squares back into clay loam again. Worked great, but now it appears those tiles have been set to be extremely cold; any miner I send in to re-dig them gets massively wounded or killed by the cold. The field immediately below the &amp;quot;temperature&amp;quot; field used to be set to 10015 but gets set to 0 when I edit the tile, which might be the cause of this, but it appears that Tile Edit is unable to change this value back to 10015; every time I try it goes back to 0 again. Has anyone else seen this behavior, and/or do they know a way around it? [[User:Bryan Derksen|Bryan Derksen]] 21:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There should be two fields for temperature with the up/down arrows at the far right - try setting them both to 10050 or so several times and waiting for a while? This fixed my freezing problems. Edit: No... I've been trying to set a small area that keeps freezing to 10050, it just keeps falling to 0 or bugging out. Tile edit seems to seriously and permanently mess up temperature =/ --[[User:Wooty|Wooty]] 05:04, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yea, i have that problem tried resetting the temp, but that never worked. has any1 tried buting water on a frozen tile, will it flah freeze--[[User:Corhen|Corhen]] 010:22, 08 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wood and trees?==&lt;br /&gt;
is there any way to spawn items,such as wood planks, and trees?&lt;br /&gt;
:I tried to make a tree, and I can create a capital &amp;quot;T&amp;quot; which is listed as &amp;quot;tree&amp;quot; but it has no type.  The actual type appears to be stored elsewhere (or at least not accessible to Tile Edit).  Not sure if a generic tree would be usable to cut wood from. -[[User:Aristoi|Aristoi]] 16:58, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39482</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39482"/>
		<updated>2009-01-04T21:58:54Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Wood and trees? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
:i like the soundof making waterfalls, but all that happes is i get a square called &amp;quot;waterfall&amp;quot;, and no water comes out --[[User:Corhen|Corhen]] 19:12, 16 july 2008 (EDT)&lt;br /&gt;
::ok, put a wall beside it, removed it, now it works, i now have a waterfall falling into a chasm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --[[User:SP2|SP2]] 19:12, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Creating a magma flow would be pretty cool, maybe next time I get a chance I should see if setting the &amp;quot;is lava&amp;quot; flag to a waterfall and see if it creates a lavafall :) I was having trouble with water flow and resorted to a waterfall for a renewing source of water, so I dunno how to combat the &amp;quot;flow&amp;quot; tiles not &amp;quot;flowing&amp;quot;. Also, should I add to the real page the chasm/waterfall stuff or wait for Rick to? &lt;br /&gt;
:--[[User:Corc|Corc]] 19:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Let rick do it. Those that are interested in unsupported operations will be looking at discussion pages anyways. --[[User:N9103|Edward]] 03:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Lethal coldness==&lt;br /&gt;
&lt;br /&gt;
I flubbed a bit of moat-digging and needed a do-over, so I used this tool to turn some of the mined-out squares back into clay loam again. Worked great, but now it appears those tiles have been set to be extremely cold; any miner I send in to re-dig them gets massively wounded or killed by the cold. The field immediately below the &amp;quot;temperature&amp;quot; field used to be set to 10015 but gets set to 0 when I edit the tile, which might be the cause of this, but it appears that Tile Edit is unable to change this value back to 10015; every time I try it goes back to 0 again. Has anyone else seen this behavior, and/or do they know a way around it? [[User:Bryan Derksen|Bryan Derksen]] 21:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There should be two fields for temperature with the up/down arrows at the far right - try setting them both to 10050 or so several times and waiting for a while? This fixed my freezing problems. Edit: No... I've been trying to set a small area that keeps freezing to 10050, it just keeps falling to 0 or bugging out. Tile edit seems to seriously and permanently mess up temperature =/ --[[User:Wooty|Wooty]] 05:04, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yea, i have that problem tried resetting the temp, but that never worked. has any1 tried buting water on a frozen tile, will it flah freeze--[[User:Corhen|Corhen]] 010:22, 08 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wood and trees?==&lt;br /&gt;
is there any way to spawn items,such as wood planks, and trees?&lt;br /&gt;
:I tried to make a tree, and I can create a capital &amp;quot;T&amp;quot; which is listed as &amp;quot;tree&amp;quot; but it has no type.  The actual type appears to be stored elsewhere (or at least not accessible to Tile Edit).  Not sure if a generic tree would be usable to cut wood from. -[[User:Aristoi|Aristoi]] 16:58, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15059</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15059"/>
		<updated>2008-08-13T21:01:21Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Dangerous??? */  fx typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;br /&gt;
&lt;br /&gt;
:Well, that *is* basically what a Roc is. No one said how big 'giant' is. I wouldn't be surprised if giant eagles could eventually pick up and drop dwarves. --[[User:N9103|Edward]] 02:30, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Actually, there were real Giant Eagles before but they went extinct. They had a wingspan of 2.6m to 3m, according to Wikipedia. But then again, this would be a mythological Giant Eagle, so I guess it could be any size. Oh, and checking the coding on the thing, it's size is a little under 2/3 that of an Elephant, which for a bit of guidance, is on average about 3 meters tall.[[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a couple of those GEs hovering in the middle of the map, any chance i could catch one? --[[User:Digger|Digger]] 12:09, 25 February 2008 (EST)&lt;br /&gt;
: I'd doubt it. You'd have to be pretty damn lucky to trap a flying creature in a cage on the ground. The only way you could do it would be to lure it into a corridor, as it means it won't be able to fly. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dangerous??? ==&lt;br /&gt;
&lt;br /&gt;
After this wiki page, I was really scared when at some point a zombie giant eagle occured and marched straight into my fortress. in the end, my untrained woodcutter slaughtered it and had to stay in bed for half a week due to minor injuries. The second zombie giant eagle was killed by a single skilled wrestler (very agile, so he was the first to arrive) without armour and without getting injured. Is the information on the page really correct? Or should it rather be &amp;quot;dangerous for non-military dwarves&amp;quot;? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Qwertyu|Qwertyu]] ([[User talk:Qwertyu|talk]]•[[Special:Contributions/Qwertyu|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: more so since sending peasants as recruits into the fray and see them die is not a proof that a creature is so especially dangerous. --[[User:Koltom|Koltom]] 03:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Giant Eagles are so powerful because they use swift hit-and-run attacks, darting out of the sky to attack it's target, and return back to the sky, making it very hard to fight normally. Not only would a zombie Giant Eagle be much slower (and perhaps be on the ground too, I don't know), but having one stuck inside your fortress means that it can't fly at all. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
::Wait a second though. He said &amp;quot;marched straight into my fortress&amp;quot; as in not flying... as in nothing more than a plain zombie... Go figure that a walking bird that's meant to fly isn't dangerous! Personally, I doubt a flying GE would ever enter a fortress. Normal (or otherwise flying, do skel-GEs fly?) Giant Eagles are very dangerous *because* they fly. They easily avoid any dwarves that would be a danger to it, while picking off any peasant that goes outdoors. I haven't heard much talk about them since the z-level ranged attacks were fixed, (didn't use to shoot between z-levels for a bit after z's were implemented,) so perhaps the fact that they fly isn't a big problem if you've got a supply of bolts and a decent marksdwarf. But I could be wrong on both accounts, who knows? Proof is always welcome of either way! --[[User:N9103|Edward]] 05:07, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Well, parts of my fortress needed a roof, that's how it entered. But don't attack undead everything? So if you send your military dwarves, it should attack them instead of some poor peasants, correct? Besides, especially the Zombie GE is so slow that even my exhausted half-time fighters (They had just practiced their wrestling with a group of skeletal hoary marmots) could outcrouch it, so I cannot imagine that it would make such an incredible killer even if it spent more time flying. -- [[User:Qwertyu|Qwertyu]] 10:30, 10 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::::Oh, but you haven't seen a skeletal eagle--the time I saw it, it was horrific...I brought six dogs with me to a terrifying mountain, and I was busy digging out a fort next to the volcano nearby. Then, I saw &amp;quot;______ cancels store item in stockpile: Interrupted by Skeletal giant eagle.&amp;quot;&lt;br /&gt;
::::My god, that scared the hell out of me, and rightfully so. It SLAUGHTERED my six dogs with about what looked like one hit each (about a fourth of a second each kill) and then seemed to ''guard the wagon'' which had my supplies and about 20 more tin bars (I'd hauled about a third of them). It then came back later on to harrass the Solen building the water pumping system--which, for that matter, froze up later on.&lt;br /&gt;
::::EDIT: Yes, skeletal GEs fly.&lt;br /&gt;
::::...Man, that fort was...odd. ~ [[User:Midna|Midna]] 12:11, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I had just started out in a calm area and looked on the unit list and saw a giant eagle, I couldn't stop my hunter from going after it and he was unfortunatley killed by it. Afterwards it was considered legend (I guess) and named Woodchoke. --[[User:DUMBELLS|DUMBELLS]] 15:09, 25 May 2008 (EDT)&lt;br /&gt;
:::::Ah, I remember I had a similar situation. Only replaced &amp;quot;six dogs&amp;quot; with &amp;quot;six dwarves&amp;quot;. Owch. And, in case you're wondering, the seventh dwarf didn't escape, he just got mauled by a Skeletal Mountain Goat. [[User:Plasma|Plasma]] 18:46, 12 June 2008 (EDT)&lt;br /&gt;
::::::As others have said, the thing that makes giant eagles dangerous is their flight. At least you can generally keep your dwarves away from elephants or place traps to keep them away from your dwarves. It's probably almost impossible to stop a giant eagle with a trap, and you can't even keep track of its position because civilian dwarves don't seem to be scared by it till it drops to their Z-level - if it's flying around six levels above that road you're building, none of your dwarves will sound the alarm until it swoops down out of nowhere to eviscerate a peasant. It's probably not anywhere near as tough as an elephant in melee combat (a single war dog, though mortally wounded in the process, managed to knock one out long enough for me to notice and send a dwarf to finish it off), but the psychological torment more than makes up for it - it's silent and deadly. Topping it all off is that while marksdwarves make short work of it, marksdwarves are just about the only thing that can kill it on your terms. If you don't have any, you have to just have to wait around and hope it attacks someone strong enough to take it out. [[User:Gelmax|Gelmax]] 01:48, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When I saw a Skeletal Giant Eagle appear, due to the article I was terrified.  Needless to say, they are no where near as dangerous as they are made out to be.  2 semi-trained marksdwarves and a recruit marksdwarf were able to kill it with only one loss.  I don't think the article is doing any favors to new players by encouraging them to abandon their fortress at the sight of one. --[[User:Aristoi|Aristoi]] 15:31, 13 August 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
::When I encountered one in Adventure mode as a professional Hammerer i was pretty scared but I killed it in one hit!! [[User:Hoborobo|Hoborobo]] 15:38, 13 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15057</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15057"/>
		<updated>2008-08-13T19:31:21Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Dangerous??? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;br /&gt;
&lt;br /&gt;
:Well, that *is* basically what a Roc is. No one said how big 'giant' is. I wouldn't be surprised if giant eagles could eventually pick up and drop dwarves. --[[User:N9103|Edward]] 02:30, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Actually, there were real Giant Eagles before but they went extinct. They had a wingspan of 2.6m to 3m, according to Wikipedia. But then again, this would be a mythological Giant Eagle, so I guess it could be any size. Oh, and checking the coding on the thing, it's size is a little under 2/3 that of an Elephant, which for a bit of guidance, is on average about 3 meters tall.[[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a couple of those GEs hovering in the middle of the map, any chance i could catch one? --[[User:Digger|Digger]] 12:09, 25 February 2008 (EST)&lt;br /&gt;
: I'd doubt it. You'd have to be pretty damn lucky to trap a flying creature in a cage on the ground. The only way you could do it would be to lure it into a corridor, as it means it won't be able to fly. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dangerous??? ==&lt;br /&gt;
&lt;br /&gt;
After this wiki page, I was really scared when at some point a zombie giant eagle occured and marched straight into my fortress. in the end, my untrained woodcutter slaughtered it and had to stay in bed for half a week due to minor injuries. The second zombie giant eagle was killed by a single skilled wrestler (very agile, so he was the first to arrive) without armour and without getting injured. Is the information on the page really correct? Or should it rather be &amp;quot;dangerous for non-military dwarves&amp;quot;? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Qwertyu|Qwertyu]] ([[User talk:Qwertyu|talk]]•[[Special:Contributions/Qwertyu|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: more so since sending peasants as recruits into the fray and see them die is not a proof that a creature is so especially dangerous. --[[User:Koltom|Koltom]] 03:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Giant Eagles are so powerful because they use swift hit-and-run attacks, darting out of the sky to attack it's target, and return back to the sky, making it very hard to fight normally. Not only would a zombie Giant Eagle be much slower (and perhaps be on the ground too, I don't know), but having one stuck inside your fortress means that it can't fly at all. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
::Wait a second though. He said &amp;quot;marched straight into my fortress&amp;quot; as in not flying... as in nothing more than a plain zombie... Go figure that a walking bird that's meant to fly isn't dangerous! Personally, I doubt a flying GE would ever enter a fortress. Normal (or otherwise flying, do skel-GEs fly?) Giant Eagles are very dangerous *because* they fly. They easily avoid any dwarves that would be a danger to it, while picking off any peasant that goes outdoors. I haven't heard much talk about them since the z-level ranged attacks were fixed, (didn't use to shoot between z-levels for a bit after z's were implemented,) so perhaps the fact that they fly isn't a big problem if you've got a supply of bolts and a decent marksdwarf. But I could be wrong on both accounts, who knows? Proof is always welcome of either way! --[[User:N9103|Edward]] 05:07, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Well, parts of my fortress needed a roof, that's how it entered. But don't attack undead everything? So if you send your military dwarves, it should attack them instead of some poor peasants, correct? Besides, especially the Zombie GE is so slow that even my exhausted half-time fighters (They had just practiced their wrestling with a group of skeletal hoary marmots) could outcrouch it, so I cannot imagine that it would make such an incredible killer even if it spent more time flying. -- [[User:Qwertyu|Qwertyu]] 10:30, 10 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::::Oh, but you haven't seen a skeletal eagle--the time I saw it, it was horrific...I brought six dogs with me to a terrifying mountain, and I was busy digging out a fort next to the volcano nearby. Then, I saw &amp;quot;______ cancels store item in stockpile: Interrupted by Skeletal giant eagle.&amp;quot;&lt;br /&gt;
::::My god, that scared the hell out of me, and rightfully so. It SLAUGHTERED my six dogs with about what looked like one hit each (about a fourth of a second each kill) and then seemed to ''guard the wagon'' which had my supplies and about 20 more tin bars (I'd hauled about a third of them). It then came back later on to harrass the Solen building the water pumping system--which, for that matter, froze up later on.&lt;br /&gt;
::::EDIT: Yes, skeletal GEs fly.&lt;br /&gt;
::::...Man, that fort was...odd. ~ [[User:Midna|Midna]] 12:11, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I had just started out in a calm area and looked on the unit list and saw a giant eagle, I couldn't stop my hunter from going after it and he was unfortunatley killed by it. Afterwards it was considered legend (I guess) and named Woodchoke. --[[User:DUMBELLS|DUMBELLS]] 15:09, 25 May 2008 (EDT)&lt;br /&gt;
:::::Ah, I remember I had a similar situation. Only replaced &amp;quot;six dogs&amp;quot; with &amp;quot;six dwarves&amp;quot;. Owch. And, in case you're wondering, the seventh dwarf didn't escape, he just got mauled by a Skeletal Mountain Goat. [[User:Plasma|Plasma]] 18:46, 12 June 2008 (EDT)&lt;br /&gt;
::::::As others have said, the thing that makes giant eagles dangerous is their flight. At least you can generally keep your dwarves away from elephants or place traps to keep them away from your dwarves. It's probably almost impossible to stop a giant eagle with a trap, and you can't even keep track of its position because civilian dwarves don't seem to be scared by it till it drops to their Z-level - if it's flying around six levels above that road you're building, none of your dwarves will sound the alarm until it swoops down out of nowhere to eviscerate a peasant. It's probably not anywhere near as tough as an elephant in melee combat (a single war dog, though mortally wounded in the process, managed to knock one out long enough for me to notice and send a dwarf to finish it off), but the psychological torment more than makes up for it - it's silent and deadly. Topping it all off is that while marksdwarves make short work of it, marksdwarves are just about the only thing that can kill it on your terms. If you don't have any, you have to just have to wait around and hope it attacks someone strong enough to take it out. [[User:Gelmax|Gelmax]] 01:48, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When I saw a Skeletal Giant Eagle appear, due to the article I was terrified.  Needless to say, they are no where near as dangerous as they are made out to be.  2 semi-trained marksdwarves and a recruit marksdwarf were able to kill it with only one loss.  I don't think the article is doing any favors to new players by encouraging them to abandon their fortress at the site of one. --[[User:Aristoi|Aristoi]] 15:31, 13 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39981</id>
		<title>40d Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39981"/>
		<updated>2008-08-12T21:29:52Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* multiple workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name Changes ==&lt;br /&gt;
&lt;br /&gt;
I've population of 83 and have a Town Manager.  I've bumped that index to 80+ ... but this is just a guess... I'll pay more attention of further advances and update this as more data comes to me.  I'm using 27.176.38c.  I suppose if i started drowning dwarves i could drop the population enough to trigger the reverse... if that works. :) -- [[User:Vaevictus|Vaevictus]] 12:12, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a population of 202 dwarves with a &amp;quot;City Manager&amp;quot; position. I'm editing the page to reflect that. I am using version 28.181.39e as of this edit. [[User:Aaron5367|Aaron5367]] 15:43, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now I've got a populaton of 220 with the &amp;quot;Metropolis Manager&amp;quot; position. I'm editing again, same version as above. [[User:Aaron5367|Aaron5367]] 09:08, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Certain Jobs ==&lt;br /&gt;
&lt;br /&gt;
Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. [[User:Shoez|Shoez]] 18:46, 11 April 2008 (EDT)&lt;br /&gt;
: I would guess that it was because those two tasks in particular require more information than the manager screen is able to handle. Planting seeds is dependent on too many factors; type of plant, suitable season, which farm plot. Felling trees requires the trees to be specifically marked for felling, as there is currently no other way for the game to determine which trees should be cut down (&amp;quot;that copse just outside the goblin fortress looks ideal&amp;quot;...). -- [[User:Raumkraut|Raumkraut]] 21:30, 11 April 2008 (EDT)&lt;br /&gt;
::These jobs are automatically generated by the AI. The manager does allocate them to each dwarf. &lt;br /&gt;
::If you do want to allocate a job &amp;quot;cut down 30 trees&amp;quot; you do it by designating 30 trees to be cut down. You end up with 30 x jobs &amp;quot;cut down 1 tree&amp;quot;. Same effect.[[User:GarrieIrons|GarrieIrons]] 23:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What's the use? ==&lt;br /&gt;
&lt;br /&gt;
What's the point in work orders via the manager screen? The only use I've found so far is for glassmaking, to get several batches of ash, then turned into potash, pearlash, and finally glass, without having dwarves cancel the later tasks. But even that seems like it might not fully work. What do people use the manager screen for? --[[User:AlexChurchill|AlexChurchill]] 10:13, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Insofar as the manager interface itself goes, it can be more convenient than tracking down workshops, it allows orders to be set up that won't go away (maybe without you noticing) if materials aren't available right this instant, and you have a summary of what you have going on to look at.  Beyond that, processing work orders trains organizer skill, which is actually a comparatively easy source of legendary dwarves. &amp;amp;mdash;[[User:Chaos|Chaos]] 10:58, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I have, say, 200 plump helmet spawn, and I want to cook, say, 196 of them, I can order 30 and 19 lavish meals via the manager. I can't do that easily without him.&lt;br /&gt;
::In general, if I want a specific number of something that won't fit in the 10 sized queue, I use the manager. --[[User:Savok|Savok]] 11:16, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's very useful if you want a specific number of things, and don't want more than that (as you might get if you just set it to repeat). Also, it gets past the requirement to have the materials available at the time a dwarf decides to start working on it - the job won't be cancelled. --[[User:Tyranic-Moron|Tyranic-Moron]] 12:03, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The section you created based on this wound up slightly misleading.  Jobs that can't be accomplished because of missing materials won't exaaaactly 'just sit there'; they'll keep being requeued and cancelled, which is a good bit more annoying than just sitting there.  Just FYI. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:53, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I just changed my manager to someone else and now my previous manager isn't working. I had an order in the manager window thingie which ordered to make beds. I was trying to make him make beds since he had the highest skill in it... I have wood and accessible carpenter's station available, only allowing him to work there with them ordering beds. Now all he does is hang out in the mayor's office which has a resting from an injury dwarf. Bug? I reseted and it seems he was in a meeting.--[[User:Seaneat|Seaneat]] 04:21, 2 July 2008 (EDT)&lt;br /&gt;
: Just figured he wanted to complain to the mayor which he can't since the guy is resting.&lt;br /&gt;
:: One thing that happens with managers is that dwarves schedule meetings with them to complain about things, and half the time the meetings get screwed up by the dwarf going and doing something else, which stops the manager from doing anything for an extremely long time.  They still try to carry out the meeting after you switch them out of the manager job, too.  As far as I can tell, you have to keep several manager candidates around who you can switch out of the job regularly in order to deal with this. &amp;amp;mdash;[[User:Chaos|Chaos]] 08:22, 2 July 2008 (EDT)&lt;br /&gt;
::: I drafted him, he sparred, mayor got up, undrafted him, he's still &amp;quot;no job&amp;quot;ing. What was I supposed to do? I guess the mayor wanted to complain to the manager, the other way around... Ah...disable labor of the mayor...what else?--[[User:Seaneat|Seaneat]] 17:27, 2 July 2008 (EDT)&lt;br /&gt;
:::: The meetings show up as Attend Meeting or Conduct Meeting when they're being an issue.  If he's in No Job, check his assignments. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:44, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Beds are never worth enough to worry what quality they are.&lt;br /&gt;
:My manager is multi roled as:&lt;br /&gt;
:#Manager&lt;br /&gt;
:#Trader&lt;br /&gt;
:#Stone detailer&lt;br /&gt;
:Any time I need him I disable Stone Detailing. The rest of the time it seems that whenever some jobs need to be allocated he stops engraving and gets stuck into it. He's a legendary stond detailer which has me a bit worried about what will happen when I have to roll out a new hallway... ;^-) [[User:GarrieIrons|GarrieIrons]] 23:44, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== multiple workshops ==&lt;br /&gt;
&lt;br /&gt;
If you set a task on the manager screen for, say, 30 rock tables and 30 rock chairs, and you have 2 mason's workshops, will the manager distribute the workload over the two shops or just use one? --[[User:Tachyon|Tachyon]] 21:26, 10 August 2008 (EDT)&lt;br /&gt;
:Direct answer: all tasks get distributed between all relevant workshops.&lt;br /&gt;
:The worst feature of the Manager is that the manager cannot be told to exclude a given workshop. So you build a craft workshop next to the bone refuse pile and periodically you will find woodcrafter dwarves wandering all the way from your wood stockpile down to it to build a wooden cup. grrrrrr.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 23:41, 10 August 2008 (EDT)&lt;br /&gt;
::If I want to use 2 craftdwarfs workshops, one for wood and one for stone, will the manager respect restrictions on who can use it when putting things in the queue?  What if I restrict workshop#1 to the woodcrafter and workshop#2 to the stonecrafter? --[[User:Aristoi|Aristoi]] 17:29, 12 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quiver&amp;diff=28615</id>
		<title>40d:Quiver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quiver&amp;diff=28615"/>
		<updated>2008-08-12T15:56:33Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Quiver''' is an item needed by [[marksdwarfs]], [[Ambusher|hunters]], or anyone else that intends to wield a [[crossbow]] or [[bow]]. The quiver will hold a number of [[bolts]] or [[arrow|arrows]] for the character to fire. A quiver is typically made of [[leather]].  Dwarves will train with wooden bolts without a quiver, and have been seen carrying steel bolts in their hand.  It is unknown if this hinders their firing in any way.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot use bows, but can use crossbows. In [[adventure mode]], where you can make a human or elf, both of those races can use bows. Either way, they need a quiver to hold their respective ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quiver&amp;diff=28614</id>
		<title>40d:Quiver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quiver&amp;diff=28614"/>
		<updated>2008-08-12T15:38:55Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: Quiver not required&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Quiver''' is an item needed by [[marksdwarfs]], [[Ambusher|hunters]], or anyone else that intends to wield a [[crossbow]] or [[bow]]. The quiver will hold a number of [[bolts]] or [[arrow|arrows]] for the character to fire. A quiver is typically made of [[leather]].  Dwarves will train with bolts without a quiver (carried in their hand), and have been seen carrying steel bolts in hand.  It is unknown if this hinders their firing in any way.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot use bows, but can use crossbows. In [[adventure mode]], where you can make a human or elf, both of those races can use bows. Either way, they need a quiver to hold their respective ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quiver&amp;diff=40363</id>
		<title>40d Talk:Quiver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quiver&amp;diff=40363"/>
		<updated>2008-08-12T15:36:39Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If I'm not mistaken, a dwarf can carry around ammo in one hand, its just that using a quiver frees up that hand.  Correct? --[[User:Bouchart|Bouchart]] 17:58, 15 April 2008 (EDT)&lt;br /&gt;
:AFAIK they hold '''training''' ammo in their hand when shooting at archery range. But to hold a '''real''' ammo they need quivers. Marksdwarf without a quiver will take traning ammo and train, but at the time of emergency he will drop it and run to his station point, carrying no ammo with him. Kinda weird--[[User:Dorten|Dorten]] 23:08, 15 April 2008 (EDT)&lt;br /&gt;
:I can confirm that a dwarf can carry ammo in his hand.  I have one hunter who doesn't have a quiver and he's carrying his steel bolts.  I haven't supervised him enough to know if it hinders him in any way, though.  Just check on him: he's sleeping with a steel bolt clutched in his hand...--[[User:Klox|Klox]] 00:00, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It may be some mix of those two.  It seems like dwarves are reluctant to fire in a military sense with bolts in their hand.  I have hundreds of bolts of both metal and wood around, but my quiverless dwarves chase down Rhesus Macaques and beat them to death with the side of their bow.  The ones with quivers fire ammunition.--[[User:Dadamh|Dadamh]] 14:16, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My dwarves also train without a quiver.  I'm going to update the page to reflect that, and indicate the confusion about whether they are hindered by the lack of a quiver. --[[User:Aristoi|Aristoi]] 11:36, 12 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11832</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11832"/>
		<updated>2008-08-12T15:13:14Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Dwarf Foreman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF File Depot ==&lt;br /&gt;
Would be great to get the majority of these uploaded to the [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)].  I'm having trouble with some of the currently linked hosting sites.  I've just gotten Regional Prospector, so I'll see about getting that one up.  Thanks guys! --[[User:SlMagnvox|SlMagnvox]] 14:33, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== External Utilities ==&lt;br /&gt;
I thinking any Utilities that not made specifically for Dwarf fortress should put together at bottom which I have done. My question should we mark area with header say External utilities? [[User:Omagaalpha|Omagaalpha]] 08:22, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
&lt;br /&gt;
Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
:It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there any info on what the offsets (dwarfidpos, critter_start, profession_start) actually refer to?  I'm capable enough with finding memory addresses, but exactly what profession_start is eludes me.  Even dwarfidpos is a little unclear.&lt;br /&gt;
&lt;br /&gt;
 dwarfidpos = Address of Dwarf Race ID&lt;br /&gt;
 critter_start = Start of Main Creature Vector&lt;br /&gt;
 profession_start = Offset into Main Creature Vector the array of jobs.&lt;br /&gt;
[[User:Jifodus|Jifodus]] 00:41, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone know the values for v0.28.181.39f? --[[User:Aristoi|Aristoi]] 18:18, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Still no word on 39f? Perhaps we can get a little write-up on how to discover the appropriate values added to the foreman homepage. That way, when a new version of DF is released, any number of people could search for and contribute the new values, instead of depending on the few people who already know the process. --[[SWSaunders|SWSaunders]] 09:10, 12 August 2008 (ADT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Jerethi50, beat me to it.  When I went to enter the values you already had!  SWSaunders:  What I did (having never done this before) was to download a memory viewer (HxD hexeditor) and then look at the old version vs the new version in memory.  In the old version, I found the character at the dwarfidpos address and searched forward till I found that in the new file.  For critter_start I went to the old process and found it there, then searched forward in the new process till I found the pattern match (it wasn't too far).  The data was different but the pattern was the same.  The profession offset hasn't changed so I left it as is. --[[User:Aristoi|Aristoi]] 11:13, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Yourfilehost ==&lt;br /&gt;
&lt;br /&gt;
Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;br /&gt;
:: Megaupload, rapidshare, filefactory, you pick one --[[User:Digger|Digger]] 17:40, 24 February 2008 (EST)&lt;br /&gt;
:::Uh, you know there is a special site for uploading DF files now, right? It's linked on the main page. Screw those other guys. --[[User:Jackard|Jackard]] 17:53, 24 February 2008 (EST)&lt;br /&gt;
::::I say we scrap this section, then. --[[User:Digger|Digger]] 18:28, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==heal.exe==&lt;br /&gt;
&lt;br /&gt;
heal.exe does not regrow missing limbs.  However, &amp;quot;heal -hurt&amp;quot; on the command line brings missing limbs to red status, and &amp;quot;heal&amp;quot; thereafter restores the being to full health.&lt;br /&gt;
&lt;br /&gt;
I propose a -regrow parameter so we don't have to do this workaround, since if it's possible to bring missing limbs from dark grey to red status it's also possible to grow them back.&lt;br /&gt;
&lt;br /&gt;
Also, when using the -hurt parameter, it still says &amp;quot;059E7210 had 31 body parts '''healed'''&amp;quot;, when it should probably say &amp;quot;wounded&amp;quot;. --[[User:JT|JT]] 17:58, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Hmm, if it does heal missing limbs then I just need to change my logic slightly for healing. --[[User:Rick|Rick]] 19:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==reveal.exe==&lt;br /&gt;
&lt;br /&gt;
From what I've tested, reveal for 33a does not work for 33b. --[[User:Sparksol|Sparksol]] 13:39, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Correct.  It uses hardcoded offsets, which will change every time new code is added to DF.&lt;br /&gt;
:I have a version hacked for .33b, which I will not distribute out of respect for Rick.&lt;br /&gt;
:However, if you are skilled with a hex editor, here's what to do: change the first 5 occurances of the pattern 85 45 01 to the pattern 95 45 01.  (The 6th occurance of the pattern is a coincidental match and should not be changed.)  Then change the pattern 8C 33 89 00 to the pattern 8C 43 89 00.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually, as it happens, it looks like Rick has produced updated versions of his tools for .33b.  They were built on the 16th.  However he hasn't linked to them.  I don't know why.  The URL they're at requests that no links be made to them, so I'm not going to tell you. Sorry, you'll just have to do the hexedit.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:45, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just havn't mirrored them yet, that's all. --[[User:Rick|Rick]] 03:10, 19 November 2007 (EST)&lt;br /&gt;
::Hey, I'm curious why the file sizes ballooned.  Reveal went from 52k to 101k, a doubling in size.  Heal grew even more.  Maybe you didn't strip debugging info?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:42, 19 November 2007 (EST)&lt;br /&gt;
:::Usage of std libraries mostly. I made a library for working with DF so I wouldn't have to keep duplicating code through projects, and when writing it I figured I might as well make it more friendly for me to code in, hence usage of std:: stuff. --[[User:Rick|Rick]] 19:00, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whenever I try to open reveal.exe, the window will open up for a millisecond and then immedietely close. Is this a problem with the program or my windows? I am assuming its windows since everyone else seems to be able to use it. Has anyone else had this problem?--[[User:Varsashi|Varsashi]] 17:59, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::It hasn't been updated to work with 33c, and doesn't. Hopefully it will be updated soon. If you're using 33b, it should open and close quickly but reveal all allocated squares. To allocate all squares for revealing, I'll repeat the advice I've seen elsewhere: go to the lowest level and designate the entire level for digging, then remove the dig designation and run the reveal utility. --[[User:Janus|Janus]] 20:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So how do people feel about deleting this section, and probably the heal.exe section above too?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:56, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anybody know which version works with 38b? And can you also give me the link? --[[User:CrazyMcfobo|CrazyMcfobo]] 16:51, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went back to look for reveal.exe for the older version of DF I play (I've been sticking to the last good version where we still had the original mountain, 23.13.23a), but the file seems to have been corrupted at that place it's uploaded to. Now when I try to use it it says it's not a valid win32 application, and it's a 0-byte file after unzipping. Is there a good version up somewhere else still? --[[User:KittenyKat|KittenyKat]] 11:52, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How to use warp.exe?==&lt;br /&gt;
How do you use warp.exe? There's no information on how to use these on the page.--[[User:Demosthenes|Demosthenes]] 02:10, 21 November 2007 (EST)&lt;br /&gt;
: &amp;lt;code&amp;gt;warp.exe&amp;lt;/code&amp;gt; by itself will list your current cursor position. After you have the position you want to warp a creature to, you do &amp;lt;code&amp;gt;warp.exe &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&amp;lt;/code&amp;gt; as arguments, and it will warp the selected creature (selected with 'V'iew) to that destination, if it can. --[[User:Rick|Rick]] 18:10, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==StartProfile==&lt;br /&gt;
Perhaps, I don't understand how to use this correctly.  I'm using 33e, and the StartProfile linked in the Utils section.  I'm supposed to use this util at the Prepare for the Journey screen, correct?  I tried testing the export function with the first dwarf, with no skills assigned.  startprofile.exe -x 0 test.txt What I got back was:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Mining: 1348403210&amp;lt;br/&amp;gt;&lt;br /&gt;
Wood Cutter: 1565676876&amp;lt;br/&amp;gt;&lt;br /&gt;
Carpenter: 3801123&amp;lt;br/&amp;gt;&lt;br /&gt;
Engraving: 34079120&amp;lt;br/&amp;gt;&lt;br /&gt;
Record Keepe: 2293770&amp;lt;br/&amp;gt;&lt;br /&gt;
Liar: 34341293&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidator: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Conversationalist: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Comedian: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Flatterer: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Consoler: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Pacifier: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
When I try to set a dwarf's skills using StartProfile I end up with huge amounts of either negative or positive points available, with no changes being made to the dwarf's skills.  &amp;lt;br/ &amp;gt;--[[User:Stu72|Stu72]] 09:23, 11 December 2007 (EST)&lt;br /&gt;
: The offset for the skills must have changed. I guess I should've actually checked that, and not have assumed that just because the other values were correct, the skills were still correct. I'll check it out and post the appropriate fix. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
: The appropriate fix is redownloading it, when I hex edited the exe I messed it up field. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
:: Thanks, works beautifully.  It's a terrific time saver. --[[User:Stu72|Stu72]] 15:30, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How does one use this? The readme isn't very helpful. --[[User:Jackard|Jackard]] 01:08, 27 November 2007 (EST)&lt;br /&gt;
: Not knowing exactly what you're having trouble understanding, I'll give examples (the one thing I forgot to add in the readme).&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 0 Miner.txt&amp;lt;/code&amp;gt; - This will set the skill profile of the first Dwarf, in the list of units, to the skills in Miner.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 1 Jeweler.txt&amp;lt;/code&amp;gt; - This will set the skills on the second Dwarf, in the list of units, to the skills in Jeweler.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -x 3 Customprofile.txt&amp;lt;/code&amp;gt; - This will save the set of skills on the fourth Dwarf to Customprofile.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -v0.27.169.33b 0 Miner.txt&amp;lt;/code&amp;gt; Same as the first example, except it'll work on the previous version of Dwarf Fortress.&amp;lt;br /&amp;gt;-- [[User:Jifodus|Jifodus]] 03:28, 27 November 2007 (EST)&lt;br /&gt;
::Thanks, I'll try that out. --[[User:Jackard|Jackard]] 21:21, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33d by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A530 | 98 16 25 01 04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6A6 | 30 2E 32 37 2E 31 36 39 2E 33 33 64&lt;br /&gt;
  2A77C | 02&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 20:14, 3 December 2007 (EST)&lt;br /&gt;
:CBW; PUSH SS; AND EAX, 00000401h; ADD AH, BL; ADD [EAX], AL; ...  &lt;br /&gt;
:That makes no sense.  Must be missing something off the head end.&lt;br /&gt;
:3 unknown bytes; ADD [EAX+EAX], EAX; ...  No better.  Worse, even.&lt;br /&gt;
:4 unknown bytes; ADD AL, 00h; ADD [EAX], AL; ...  Unh uh.  Don't think so.&lt;br /&gt;
:8 unknown bytes; ESC-4(00); ...  Floating point?  Really?  No way.&lt;br /&gt;
:12 unknown bytes; LOCK OR [EAX], AL ...  Insane.&lt;br /&gt;
:I don't know what those bytes are, but they're not code.&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:23, 3 December 2007 (EST)&lt;br /&gt;
::You're right, they're data. First Row is (left to right, 5 dwords): [[User:Jifodus/Memory research#Addresses_3|Start Address]], Offset from address at start address, Dwarf List begin offset, Starting points offset, Skills offset, remaining skill points points. Second row is a character string (15 chars max). Third row is a dword indicating which data index is default.&lt;br /&gt;
:: &amp;lt;tt&amp;gt;//Start Addr, O, Lizt, Ponts, Skll, Remain&amp;lt;/tt&amp;gt; &lt;br /&gt;
:: &amp;lt;tt&amp;gt;{ 0x01251698, 4, 0xDC, 0x8F0, 0x70, 0x1C0 }&amp;lt;/tt&amp;gt; - The read/write locations and whatnot&lt;br /&gt;
:: &amp;lt;tt&amp;gt;&amp;quot;0.27.169.33d&amp;quot;&amp;lt;/tt&amp;gt; - Used for string comparison (-v flag)&lt;br /&gt;
:: &amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt; - The default version to use is the third in the list (what the above just added).&lt;br /&gt;
:: Configuration data can be found between 'DATA_SET' and 'TES_ATAD'. The list has enough space for 16 versions (3 are now in use). I'll just say I didn't want to have to recompile it for all the versions -- [[User:Jifodus|Jifodus]] 21:52, 6 December 2007 (EST)&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33e by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A550 |&amp;quot;98 26 25 01&amp;quot;04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6B5 | 30 2E 32 37 2E 31 36 39 2E 33 33&amp;quot;65&amp;quot;&lt;br /&gt;
  2A77C |&amp;quot;03&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Patching Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Due to someone being interested in running lavasquare on version 33g, I determined how to patch the exe to work with later versions. With a hex editor, open lavasquare.exe and find and replace with appropriate values (replace the X's with the values underneath for the version you want). I only tested it for 33f, but I'm assuming that the values for 33g are correct (since I got them off the wiki).&lt;br /&gt;
&lt;br /&gt;
 (CursorX)&lt;br /&gt;
 FIND:		EE 57 68 88 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EE 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         88 F2 8F  0&lt;br /&gt;
 33g		         88 62 90  0&lt;br /&gt;
 38a		         88 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorY)&lt;br /&gt;
 FIND:		EC 57 68 8C E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         8C F2 8F  0&lt;br /&gt;
 33g		         8C 62 90  0&lt;br /&gt;
 38a		         8C F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorZ)&lt;br /&gt;
 FIND:		E6 57 68 90 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	E6 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         90 F2 8F  0&lt;br /&gt;
 33g		         90 62 90  0&lt;br /&gt;
 38a		         90 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (MapBlocks)&lt;br /&gt;
 FIND:		FC 57 68 60 15 46 01 FF 35&lt;br /&gt;
 REPLACE:	FC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         68 25 46  1&lt;br /&gt;
 33g		         80 96 46  1&lt;br /&gt;
 38a		         CC 29 49  1&lt;br /&gt;
&lt;br /&gt;
 (To exit immediately after writing, since I don't want to&lt;br /&gt;
 verify the other offsets)&lt;br /&gt;
 FIND:		FF 35 5C 80 40 00 E8 88 61 00 00 0F BF 7D&lt;br /&gt;
 		F8 57 0F BF 7D FA 57 8B 7D FC 81 C7 60 06&lt;br /&gt;
 		00 00&lt;br /&gt;
 REPLACE:	FF 35 5C 80 40 00 E8 88 61 00 00 6A FF FF&lt;br /&gt;
 		25 6C B1 40 00 CC CC CC CC CC CC CC CC CC&lt;br /&gt;
 		CC CC&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 02:05, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
To modify the above for the same behavior as water:&lt;br /&gt;
 FIND:		07 00 20 00&lt;br /&gt;
 REPLACE:	07 00 00 00&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 17:09, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Addresses for 0.27.173.38a:&lt;br /&gt;
 CursorX 0x0092F288&lt;br /&gt;
 CursorY 0x0092F28C&lt;br /&gt;
 CursorZ 0x0092F290&lt;br /&gt;
 MapBlocks 0x014929CC&lt;br /&gt;
Offsets are still the same.&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 19:14, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Addresses for 0.27.173.38c: (These worked for me, but I'm not an expert on this stuff.)&lt;br /&gt;
  CursorX 0x0094228C&lt;br /&gt;
  CursorY 0x00942290&lt;br /&gt;
  CursorZ 0x00942294&lt;br /&gt;
  MapBlocks 0x014A60A4&lt;br /&gt;
--[[User:Dorundain|Dorundain]] 22:21, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Where is the Mapblocks found in the hex code? 0x01461560.MAP_DATA_MEM is the closest thing I can find.&lt;br /&gt;
&lt;br /&gt;
--[[User:Silveron|Silveron]] 08:57, 22 March 2008 (EDT)         &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Lavasquare Popup? ==&lt;br /&gt;
&lt;br /&gt;
How do I remove the prompt? It is a painful thing for large projects. The macro below helps some, though. --[[User:Jackard|Jackard]] 08:05, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
 #Persistent&lt;br /&gt;
 SetTimer, CloseLava, 100&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 CloseLava:&lt;br /&gt;
 WinClose, lcc runtime&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 del::&lt;br /&gt;
 IfWinActive Dwarf Fortress&lt;br /&gt;
 {&lt;br /&gt;
   send {down}&lt;br /&gt;
   run C:\Program Files\Dwarf Fortress\Utilities\lavasquare 33g.exe&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
 else&lt;br /&gt;
 {&lt;br /&gt;
   send {del}&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Why does it seemingly stop working after a while? It runs but summons no magma/lava. --[[User:Spelguru|Spelguru]] 12:28, 18 January 2008 (EST)&lt;br /&gt;
:No idea, never run into the problem though I've used it quite thoroughly. --[[User:Jackard|Jackard]] 17:52, 18 January 2008 (EST)&lt;br /&gt;
:I've run into this once. Restarting DF fixed the problem. --[[User:SquirrelFarmer|SquirrelFarmer]] 09:50, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
Could someone make an updated version? Having to slaughter anyone who gets injured just because the rain-filling-ponds doesn't work properly yet is annoying. -Shadow_archamgi, February 27 2008&lt;br /&gt;
&lt;br /&gt;
==Weatherdwarf==&lt;br /&gt;
I can't find the page, but it's a utility that lets you change the temperature of an area and allows for some crazy stuff. Look it up on the forums; I have a community fortress to tend to. --[[User:Penguinofhonor|Penguinofhonor]] 20:18, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Accent Removal ==&lt;br /&gt;
&lt;br /&gt;
I added the accent removal utility here from [[Accent Removal]], since that's about to be deleted. However, none of Wikipedia's show-hide-box stuff works here (I assumed it would...), so it's a big glob of pre-formatted text in there that should be hidden. Could someone do it? [[User:Zardus|Zardus]] 00:51, 15 May 2008 (EDT)&lt;br /&gt;
:[[User:Jackard/Accent_Removal|Accent removal tutorial]] contains detailed instructions on the subject. I think, we could replace the whole thing on utility page with one link. [[User:Nophotoavailable|Nophotoavailable]] 20:58, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DFWall ==&lt;br /&gt;
&lt;br /&gt;
Mostly directed at the author here, but is there any feature that's useful that's not native? --[[User:N9103|Edward]] 00:57, 31 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39602</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39602"/>
		<updated>2008-08-12T02:33:21Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* How I got tweak to work with 39f */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ++! I'd dearly love a 2.0 version; various vexing vagaries prohibit me from installing 3.5. Has there been any news since April? [[User:Spirilus|Spirilus]] 16:46, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or leave it. Seeing as its an 8 year old Operating system that you can't buy any more. More to the point if you are running DF your computer is more than adequate for running Windows XP. --[[User:Gorfob|Gorfob]] 19:00, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&amp;lt;br&amp;gt;&lt;br /&gt;
Addendum: Rebooting on its own didn't help, but rebooting and aggressively killing running processes down to the bare-bones did... finally.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Shurhaian|Shurhaian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:That's some highly unusual behavior, and I would recommend a through virus and adware scan using atleast two versions of each.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Viruses, [http://housecall.trendmicro.com/ Trend Micro] has a good online scanner, and [http://free.grisoft.com/ AVG] is a good offline scanner.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Adware, [http://www.safer-networking.org/en/spybotsd/index.html Spybot S&amp;amp;D] is just about as good as it gets, and [http://www.microsoft.com/athome/security/spyware/software/default.mspx Microsoft] has a semi-decent one as well.&amp;lt;br&amp;gt;&lt;br /&gt;
:All of these are free. Hope this helps! If not, *could be* some core OS files have been damaged somehow, and *may* require a re-install. --[[User:N9103|Edward]] 21:40, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Another on the 3.5 bug list ==&lt;br /&gt;
&lt;br /&gt;
Allright; I have .net Framework 3.5 installed and its giving me the same error a guy midway up had;&lt;br /&gt;
the.......... IO.notfound thing&lt;br /&gt;
&lt;br /&gt;
Okay scratch that i unzipped tweak again and its running fine.&lt;br /&gt;
it seems tweak doesnt like XP.&lt;br /&gt;
&lt;br /&gt;
Your program has good tastes sir.&lt;br /&gt;
&lt;br /&gt;
== Problem not otherwise found on here. ==&lt;br /&gt;
When trying to select a process, I get this error. Net framework 3.5 is installed. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---&amp;gt; System.InvalidOperationException: This implementation is not part of the Windows Platform FIPS validated cryptographic algorithms.&lt;br /&gt;
   at System.Security.Cryptography.MD5CryptoServiceProvider..ctor()&lt;br /&gt;
   --- End of inner exception stack trace ---&lt;br /&gt;
   at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct&amp;amp; signature, IntPtr declaringType)&lt;br /&gt;
   at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)&lt;br /&gt;
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)&lt;br /&gt;
   at System.Security.Cryptography.CryptoConfig.CreateFromName(String name, Object[] args)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create(String algName)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.GameVersionLoader.GetProcessHash(Process process)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onSelectProcess(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ScrollableControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:What version of windows are you running? &amp;amp;mdash;[[User:Rick|Rick]] 20:47, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET 3.5 errors: Tweak not Vista compatiale? ==&lt;br /&gt;
&lt;br /&gt;
I have installed .NET 3.5 and tried to run Tweak on my computer. However, It instantly crashes. Is there anything else I should have installed? I am running windows Vista.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
:Can you please paste the exact error, I cannot help with problems without knowing specifics. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Have the exact same problem, the error is the default vista error. i think this only happens with the newest version of tweak, as i used to beable to run it (though the tile editor never ran for me) &amp;amp;mdash;[[User:Corhen|Corhen]] 8:55, 15 July 2008&lt;br /&gt;
&lt;br /&gt;
==Start Error==&lt;br /&gt;
Opening Tweak, the program crashes. There's no error message per se, it just doesn't open and give the default windows error message, and asks me if I want to send a report. Help?&lt;br /&gt;
&lt;br /&gt;
:you need to install separately .NET 1.1 as well as .NET 2.0, .NET 3.5 does not install these previous versions....&lt;br /&gt;
&lt;br /&gt;
Even with all versions of .NET that exist already installed, Tweak crashed on startup. I am using an up-to-date version of WinXP SP3. I hope that it causes no problems that I unfortunately have a German language version of XP. Proof of installed .NET versions: http://members.arstechnica.com/x/dio82/software.png&lt;br /&gt;
&lt;br /&gt;
Error message:&lt;br /&gt;
&lt;br /&gt;
EventType : clr20r3     P1 : gibbed.dwarffortress.tweak.exe     P2 : 1.2.0.0&lt;br /&gt;
P3 : 47f19dc1     P4 : mscorlib     P5 : 2.0.0.0     P6 : 471ebc5b     P7 : 3404&lt;br /&gt;
P8 : 119     P9 : system.io.directorynotfound   &lt;br /&gt;
&lt;br /&gt;
Many thanks to potential fixes -[[User:Dio82|Dio82]] 08:36, 4 July 2008 (EDT)&lt;br /&gt;
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I'd just like to note that I also have all three .NET versions downloaded and installed, and I still get the general Windows Vista error message (Tweak has stopped working, windows is searching for a solution... A program caused the program to stop working, windows will close the program). I've tried starting up Tweak before loading DF, during the DF title screen, and while playing a current fortress. I didn't, however, get the detailed error message described above. --[[User:Untelligent|Untelligent]] 21:57, 4 July 2008 (EDT)&lt;br /&gt;
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:The above error message is part of the report that XP/Vista wants to send to Microsoft. Just click on details of the report when Vista prompts you about sending that report. --[[User:Dio82|Dio82]] 06:05, 5 July 2008 (EDT)&lt;br /&gt;
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:It didn't prompt me for sending a report. --[[User:Untelligent|Untelligent]] 16:17, 6 July 2008 (EDT)&lt;br /&gt;
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:This error is basically saying you did not extract Tweak correctly, the Tweak zip file contains several directories that Tweak needs to function correctly. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
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==Reveal and Profile Edit Issue==&lt;br /&gt;
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I've downloaded your program and managed to get a few features working, such as the one that allows you to change your starting dwarf number and points. The two modules I wanted to use most, however, Reveal and Profile Edit, don't seem to want to work at all, and as far as I can tell, I'm not getting a program error so much as... I don't know, a failure to recognize something. I'm not a programmer, you'll notice.&lt;br /&gt;
&lt;br /&gt;
When attempting to use Reveal at the regional map, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/RevealProblem.jpg this].&lt;br /&gt;
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When attempting to use the Profile Editor at the &amp;quot;preparing carefully&amp;quot; screen, as it says, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem.jpg this], and if I click the OK button it says [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem2.jpg this].&lt;br /&gt;
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Apologies for the largish screenshots. Any idea what might help? --[[User:Anfini|Anfini]] 15:57, 11 July 2008 (EDT)&lt;br /&gt;
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: The Reveal tool is only used while already embarked.  Find a place to start your fortress, embark, and then run Reveal. And, keep in mind if you want to reveal all of the map you have to designate the bottom layer for digging completely then undesignated it BEFORE you run reveal--this will make DF load up the map for Reveal to find. As for the other errors, I'm not sure what is going on. Sorry.  --[[User:Corc|Corc]] 18:36, 11 July 2008 (EDT)&lt;br /&gt;
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::Thanks for the help with Reveal, that worked perfectly. I suppose I misunderstood the module. The Profile dealie is the one I ''really'' want to use, though! If anyone has insight on how to work it, I would be grateful. Thanks! --[[User:Anfini|Anfini]] 19:24, 11 July 2008 (EDT)&lt;br /&gt;
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== Tile Edit Tile ID List ==&lt;br /&gt;
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Further explorations with Tweak leave me convinced we're missing another memory location that holds each block's type. Sandy clay Wall in one area doesn't match up with the data I gathered for my table of IDs, and there isn't enough data to be customized in Tile Edit to account for all the possibilities of ores and gems. Unfortunately I'm not knowledgable enough, nor am I patient enough, to find this memory location. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 19:37, 16 July 2008 (EDT)&lt;br /&gt;
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: Tile composition and gem type are special cases that are not held in tile data, and they have not been completely understood. &amp;amp;mdash;[[User:Rick|Rick]] 19:58, 16 July 2008 (EDT)&lt;br /&gt;
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:: Actually Gems and ore are understood.  They are considered Events (from the memory hack page terms) and are flagged by a bitmap.  The code sample I posted above, to add in finding only deposits of ore to Reveal, uses another 16x16 array to specify quickly that an event is taking place in that tile--then checks the bitmaps for what kind of ore (gem/ore/whatever) goes there.  The events use the global tile ids which it gets from the raw files (and is in the order read in from those raw files).  Using events you can add any type of deposit to the tile area (add sand to obsidian).  When I was looking into the TileIDs I came to the conclusion that the IDs are in a pattern and the type of rock/soil is dependent on the biome set for that tile.  IDs X -&amp;gt; Y for example will always be smooth walls, just of main biome material.  What designates the Biome is probably another one of the 16x16 blocks of data--I just got on a side track and never figured out which one for sure.  To test/confirm this, try finding a value that changes a stone type to a soil type then give that same soil TileID to a different kind of stone on another layer--it should turn into a soil type as well, but most likely not the same kind as before.  Doing that on the first 2 layers of the map will make it easier since it usually has both rock and soil from the same biome.   I started documenting this on my user page.  --[[User:Corc|Corc]] 20:34, 16 July 2008 (EDT)&lt;br /&gt;
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::: I'm not sure why you wrote that blurb instead of linking to my page on it. I know the gem stuff is known, I should have been more clear, I meant the composition/type regional layer muckery. &amp;amp;mdash;[[User:Rick|Rick]] 20:51, 16 July 2008 (EDT)&lt;br /&gt;
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::::Sorry 'bout that. Which page are you talking about? There are so many, that when I was looking for info I really didn't know where to look for valid info.  I wrote the blurb because he was talking about gems and ore specifically, and I guess I misunderstood your response. --[[User:Corc|Corc]] 21:34, 16 July 2008 (EDT)&lt;br /&gt;
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::::: [[User:Rick/Memory_research#Mineral_Event]] &amp;amp;mdash;[[User:Rick|Rick]] 22:01, 16 July 2008 (EDT)&lt;br /&gt;
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:::::: OK, great, I wasn't sure if there was a newer one made. Now Valarnin has a link and a short explanation to go with it.  So now he may be inspired to continue having fun digging in the memory :) --[[User:Corc|Corc]] 00:38, 17 July 2008 (EDT)&lt;br /&gt;
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::::::: I'm not sure I understand exactly what's going on there. Is the vector a pointer to the mineral event's location? It would be so much easier if this was mapped out in Tile Edit. Speaking of Tile Edit, is the source available? I may be able to modify it to show the extra info. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 13:37, 17 July 2008 (EDT)&lt;br /&gt;
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::::::: Okay, I built Corc's modification to Reveal and learned a bit from that, but I have no example of a GUI and I'm a C++ programmer, not a C# programmer. I need an example of a GUI. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 14:11, 17 July 2008 (EDT)&lt;br /&gt;
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:::::::: I was trying to do something similar myself. Just in case you didn't see it, here is a link to Rick's Dev discussion ([[User_Talk:Rick/Tweak/Development]]) which might be a better place to talk about all this.  What I did was just go through the c# gui sample and copy and paste stuff in while reading about what does what. --[[User:Corc|Corc]] 14:26, 17 July 2008 (EDT)&lt;br /&gt;
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== New Versions ==&lt;br /&gt;
Any Idea when we will have an update for the most recent versions? What is needed? What do us Noobs do to get it to work?--[[User:ERoberts|ERoberts]] 13:58, 17 July 2008 (EDT)&lt;br /&gt;
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: I'm currently busy &amp;quot;in real life&amp;quot; with work so I can't tend to Tweak for the latest version of DF just yet. Aside from minor bugs with Tweak modules (such as the freezing bug with Tile Edit) there is no need for an update other than providing Tweak with data for the version you want to use it with. You can probably find the information needed for Tweak's XML files for the new version on Jifodus's user page. &amp;amp;mdash;[[User:Rick|Rick]] 05:20, 18 July 2008 (EDT)&lt;br /&gt;
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:: Sorry its been a while since I've done this, do I still just put that info in a memory.ini file?&lt;br /&gt;
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::: I've got something to do today, but if no one has done it yet, I'll try to get something available later tonight for people. --[[User:Corc|Corc]] 11:42, 18 July 2008 (EDT)&lt;br /&gt;
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:::: You get the hash for the newest version, open up versions.xml, and add a new line such as this:&lt;br /&gt;
 	&amp;lt;version name=&amp;quot;0.27.176.39c&amp;quot; hash=&amp;quot;8f8cf06b1cd5ea102881a7cced767d4f&amp;quot; /&amp;gt;&lt;br /&gt;
:::: Then, you copy the newest version's folder you have in the versions folder and rename it to the newest version. Finally, you change the data in each xml file to match Jifodus's user page. I've uploaded the newest versions and the versions.xml file for 39b and 39c here:&lt;br /&gt;
 	http://dffd.wimbli.com/file.php?id=309&lt;br /&gt;
:::: However, I couldn't get anything to do with creatures to work. I couldn't seem to find a value to put in for race_vector from Jifodus's page. Corc, if you happen to know, tell me and I'll update the file.&lt;br /&gt;
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::::: Sorry to drop the ball. I don't think I could do much more than what was done already without spending a lot of time I don't have. Very grateful to whoever set that up (post your sig next time :P) --[[User:Corc|Corc]] 00:32, 20 July 2008 (EDT)&lt;br /&gt;
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:::::: T'was me. I was a bit tired when I posted that. You could have checked the uploader on DFFD too. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 02:47, 20 July 2008 (EDT)&lt;br /&gt;
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::::::: Any chance of getting compatibility with 39e? --[[User:Deekin|Deekin]] 15:44, 1 August 2008 (EDT)&lt;br /&gt;
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:Looks like Deekin beat me to the punch.  Ditto on the 39e request. :)  --Mozleron 12:46, 1 August 2008 (PDT)&lt;br /&gt;
:: Fix for 39e is here (hash included)EDIT: Only address lookup works: http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39e.core.xml --[[User:Aluminus|Aluminus]] 11:12, 4 August 2008 (EDT)&lt;br /&gt;
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If someone who knows how has the time, could you please add a section explaining how to get the hash for the new version? That way we can update this to work with new versions faster. [[User:Dangerous Beans|Dangerous Beans]] 01:54, 3 August 2008 (EDT)&lt;br /&gt;
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:If you're running one instance of the new version of DF, and in Tweak you choose File-&amp;gt;Select Process, it will ask you if you're sure you want to connect to the process (and it will give you the PID).  If you say yes, it will calculate the hash, look it up in versions.xml, find no match, and then show you a message box that includes the hash.  Copy that down, and then you can edit versions.xml.  --[[User:Exponent|Exponent]] 12:19, 9 August 2008 (EDT)&lt;br /&gt;
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::Looks like you'll need to manually create a directory in &amp;quot;versions&amp;quot; to keep it from crashing and even then, you'd need to have the correct memory offsets to make it work. --[[User:Aristoi|Aristoi]] 19:31, 10 August 2008 (EDT)&lt;br /&gt;
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===How I got tweak to work with 39f===&lt;br /&gt;
This should work with newer versions, too, as long as jifodus finds new memory locations as quickly as he did this time. It only got Adjust Start, Reveal, and Tile Edit to work, though.&lt;br /&gt;
* Create a new folder tweak/versions/0.28.181.39f&lt;br /&gt;
* Download http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39f.core.xml and save it in the new folder as core.xml&lt;br /&gt;
* Open tweak/versions.xml in notepad or similar&lt;br /&gt;
* Add the line ''&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;'' after the other versions; for other versions than 39f, find the hash in the new core.xml (in the ''&amp;lt;pe '' line)&lt;br /&gt;
* Save versions.xml and open core.xml. Delete the lines that start with ''&amp;lt;pe '' and ''&amp;lt;timestamp '' then save the fine&lt;br /&gt;
* Now start Tweak and use like normal. Adjust Start, Reveal, and Tile Edit should work fine.&lt;br /&gt;
Of course, it would be nice if someone found all of the Tweak-related memory locations right away, but I'm not willing to be that someone, so I can't be too demanding. --[[User:Nagromo|Nagromo]] 22:07, 10 August 2008 (EDT)&lt;br /&gt;
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::Great work!  I had a bit of a problem with it until I deleted all of these lines fromt he XML:&lt;br /&gt;
:::	&amp;lt; !-- the following is used by 3D Dwarf/Dwarf Visualizer --&amp;gt;&lt;br /&gt;
:::	&amp;lt;pe timestamp_offset=&amp;quot;0x004000F8&amp;quot; timestamp=&amp;quot;0x489D8C7F&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;v0.28.181.39f&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt; !-- add the following line to DwarfFortress.Versions.xml&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; number=&amp;quot;28181396&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;&lt;br /&gt;
:::	-- &amp;gt;&lt;br /&gt;
::--[[User:Aristoi|Aristoi]] 22:33, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36023</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36023"/>
		<updated>2008-08-11T02:10:03Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Caravan at Inaccessible Depot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
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This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
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Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
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Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
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Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
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== Extraction from different articles ==&lt;br /&gt;
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All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
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: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
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== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
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== Moving goods on afterwards ==&lt;br /&gt;
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To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
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==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
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== culling on mandates ==&lt;br /&gt;
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what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
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== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
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==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
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EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
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== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
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You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
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There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
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:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
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::I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.[[User:GarrieIrons|GarrieIrons]] 01:14, 13 July 2008 (EDT)&lt;br /&gt;
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:::If you want a trade to succeed just make sure the trader gets 100-1000* profit. Almost every trade I made with this method was accepted. --[[User:AlexFili|AlexFili]] 06:09, 15 July 2008 (EDT)&lt;br /&gt;
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== Goblins butchering my caravans. ==&lt;br /&gt;
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Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
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== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. [[User:Samyotix|Samyotix]] 14:51, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add hint: &amp;quot;Buy everything ... in case you get a strange mood&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Personally I've found it very useful to do this:&lt;br /&gt;
&lt;br /&gt;
When traders arrive, &lt;br /&gt;
a) optionally check stocks.&lt;br /&gt;
b) Buy everything you can't make or harvest in your own fort.&lt;br /&gt;
c) In the diplomat meeting, order everything you can't make or harvest.&lt;br /&gt;
&lt;br /&gt;
To be specific: Thread, Silk, cloth, metal bars (anything else?).&lt;br /&gt;
&lt;br /&gt;
The reason: &lt;br /&gt;
a) Dwarves sometimes demand items out of some metal or alloy they like.&lt;br /&gt;
b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.&lt;br /&gt;
&lt;br /&gt;
Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.&lt;br /&gt;
&lt;br /&gt;
Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession.&amp;quot;&lt;br /&gt;
[[User:Samyotix|Samyotix]] 14:49, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clear the perimeter? ==&lt;br /&gt;
&lt;br /&gt;
Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has '''always''' appeared at a point with access to the depot. --[[User:Raumkraut|Raumkraut]] 13:13, 12 July 2008 (EDT)&lt;br /&gt;
:What the article says is:&lt;br /&gt;
:#Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization, &lt;br /&gt;
:#they may appear from different directions or z-levels each year&lt;br /&gt;
:#they cannot use stairs&lt;br /&gt;
:#they may leave without trading if it takes too long to reach the trade depot&lt;br /&gt;
:With the above points in mind:&lt;br /&gt;
:#In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation. &lt;br /&gt;
&lt;br /&gt;
I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction. &lt;br /&gt;
&lt;br /&gt;
The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).[[User:GarrieIrons|GarrieIrons]] 00:33, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Seizing goods==&lt;br /&gt;
&amp;quot;It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can confirm that this also works in the PC version.[[User:Moonman|Moonman]] 14:07, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Empty caravans ==&lt;br /&gt;
&lt;br /&gt;
human, elf, and dwarf caravans bringing me nothing.&lt;br /&gt;
is it possible to have a depot too full? --[[User:Eerr|Eerr]] 07:30, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In recent versions of the game I've noticed that traders, after their initial visit, will only bring what was mentioned in your previous trade agreement with them. In earlier versions they'd bring all sorts of tat along too. Did you perhaps not request any goods for import? I don't imagine this could affect the Elves as well though. --[[User:Raumkraut|Raumkraut]] 08:02, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Prior to the latest group of releases, I'd been getting empty caravans for a LONG time, Elves and Humans alike, and occasionally even the Dwarves. Hasn't happened to me in the e release yet though (hadn't spent too much time on the other releases). --[[User:N9103|Edward]] 13:13, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== starvation ==&lt;br /&gt;
&lt;br /&gt;
it must be because they brought food to my starving settlement&lt;br /&gt;
(dwarves will run out and get food straight from the caravan)&lt;br /&gt;
&lt;br /&gt;
== Added a small bit. ==&lt;br /&gt;
&lt;br /&gt;
I quickly changed the section about the possible exploit of deleting a trade depot from Mac-only-bug to an across the board phenomenon.&lt;br /&gt;
&lt;br /&gt;
== Caravan at Inaccessible Depot ==&lt;br /&gt;
&lt;br /&gt;
I assume it is related to the 3 wide path only showing as 1 green square, but the caravan has stopped at a trade depot that is listed as inaccessible.  Does this mean that some trade depots will show bad with SHIFT-D but are actually okay? --[[User:Aristoi|Aristoi]] 21:15, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The three-wide path showing only one green square is, to my knowledge, correct. That green is the center of the path, along which the center of the wagon must align with to fit within the three-wide path. --[[User:Mattmoss|Mattmoss]] 23:14, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks.  It'd be nice then if the Shift-D showed that as a caravan accessible depot then. --[[User:Aristoi|Aristoi]] 01:21, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Correction: It does, there was a boulder in the way that I did not see. --[[User:Aristoi|Aristoi]] 22:10, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39599</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39599"/>
		<updated>2008-08-10T23:31:23Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* New Versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: ++! I'd dearly love a 2.0 version; various vexing vagaries prohibit me from installing 3.5. Has there been any news since April? [[User:Spirilus|Spirilus]] 16:46, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or leave it. Seeing as its an 8 year old Operating system that you can't buy any more. More to the point if you are running DF your computer is more than adequate for running Windows XP. --[[User:Gorfob|Gorfob]] 19:00, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&amp;lt;br&amp;gt;&lt;br /&gt;
Addendum: Rebooting on its own didn't help, but rebooting and aggressively killing running processes down to the bare-bones did... finally.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Shurhaian|Shurhaian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:That's some highly unusual behavior, and I would recommend a through virus and adware scan using atleast two versions of each.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Viruses, [http://housecall.trendmicro.com/ Trend Micro] has a good online scanner, and [http://free.grisoft.com/ AVG] is a good offline scanner.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Adware, [http://www.safer-networking.org/en/spybotsd/index.html Spybot S&amp;amp;D] is just about as good as it gets, and [http://www.microsoft.com/athome/security/spyware/software/default.mspx Microsoft] has a semi-decent one as well.&amp;lt;br&amp;gt;&lt;br /&gt;
:All of these are free. Hope this helps! If not, *could be* some core OS files have been damaged somehow, and *may* require a re-install. --[[User:N9103|Edward]] 21:40, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Another on the 3.5 bug list ==&lt;br /&gt;
&lt;br /&gt;
Allright; I have .net Framework 3.5 installed and its giving me the same error a guy midway up had;&lt;br /&gt;
the.......... IO.notfound thing&lt;br /&gt;
&lt;br /&gt;
Okay scratch that i unzipped tweak again and its running fine.&lt;br /&gt;
it seems tweak doesnt like XP.&lt;br /&gt;
&lt;br /&gt;
Your program has good tastes sir.&lt;br /&gt;
&lt;br /&gt;
== Problem not otherwise found on here. ==&lt;br /&gt;
When trying to select a process, I get this error. Net framework 3.5 is installed. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---&amp;gt; System.InvalidOperationException: This implementation is not part of the Windows Platform FIPS validated cryptographic algorithms.&lt;br /&gt;
   at System.Security.Cryptography.MD5CryptoServiceProvider..ctor()&lt;br /&gt;
   --- End of inner exception stack trace ---&lt;br /&gt;
   at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct&amp;amp; signature, IntPtr declaringType)&lt;br /&gt;
   at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)&lt;br /&gt;
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)&lt;br /&gt;
   at System.Security.Cryptography.CryptoConfig.CreateFromName(String name, Object[] args)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create(String algName)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.GameVersionLoader.GetProcessHash(Process process)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onSelectProcess(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ScrollableControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:What version of windows are you running? &amp;amp;mdash;[[User:Rick|Rick]] 20:47, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET 3.5 errors: Tweak not Vista compatiale? ==&lt;br /&gt;
&lt;br /&gt;
I have installed .NET 3.5 and tried to run Tweak on my computer. However, It instantly crashes. Is there anything else I should have installed? I am running windows Vista.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
:Can you please paste the exact error, I cannot help with problems without knowing specifics. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Have the exact same problem, the error is the default vista error. i think this only happens with the newest version of tweak, as i used to beable to run it (though the tile editor never ran for me) &amp;amp;mdash;[[User:Corhen|Corhen]] 8:55, 15 July 2008&lt;br /&gt;
&lt;br /&gt;
==Start Error==&lt;br /&gt;
Opening Tweak, the program crashes. There's no error message per se, it just doesn't open and give the default windows error message, and asks me if I want to send a report. Help?&lt;br /&gt;
&lt;br /&gt;
:you need to install separately .NET 1.1 as well as .NET 2.0, .NET 3.5 does not install these previous versions....&lt;br /&gt;
&lt;br /&gt;
Even with all versions of .NET that exist already installed, Tweak crashed on startup. I am using an up-to-date version of WinXP SP3. I hope that it causes no problems that I unfortunately have a German language version of XP. Proof of installed .NET versions: http://members.arstechnica.com/x/dio82/software.png&lt;br /&gt;
&lt;br /&gt;
Error message:&lt;br /&gt;
&lt;br /&gt;
EventType : clr20r3     P1 : gibbed.dwarffortress.tweak.exe     P2 : 1.2.0.0&lt;br /&gt;
P3 : 47f19dc1     P4 : mscorlib     P5 : 2.0.0.0     P6 : 471ebc5b     P7 : 3404&lt;br /&gt;
P8 : 119     P9 : system.io.directorynotfound   &lt;br /&gt;
&lt;br /&gt;
Many thanks to potential fixes -[[User:Dio82|Dio82]] 08:36, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd just like to note that I also have all three .NET versions downloaded and installed, and I still get the general Windows Vista error message (Tweak has stopped working, windows is searching for a solution... A program caused the program to stop working, windows will close the program). I've tried starting up Tweak before loading DF, during the DF title screen, and while playing a current fortress. I didn't, however, get the detailed error message described above. --[[User:Untelligent|Untelligent]] 21:57, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The above error message is part of the report that XP/Vista wants to send to Microsoft. Just click on details of the report when Vista prompts you about sending that report. --[[User:Dio82|Dio82]] 06:05, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It didn't prompt me for sending a report. --[[User:Untelligent|Untelligent]] 16:17, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This error is basically saying you did not extract Tweak correctly, the Tweak zip file contains several directories that Tweak needs to function correctly. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reveal and Profile Edit Issue==&lt;br /&gt;
&lt;br /&gt;
I've downloaded your program and managed to get a few features working, such as the one that allows you to change your starting dwarf number and points. The two modules I wanted to use most, however, Reveal and Profile Edit, don't seem to want to work at all, and as far as I can tell, I'm not getting a program error so much as... I don't know, a failure to recognize something. I'm not a programmer, you'll notice.&lt;br /&gt;
&lt;br /&gt;
When attempting to use Reveal at the regional map, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/RevealProblem.jpg this].&lt;br /&gt;
&lt;br /&gt;
When attempting to use the Profile Editor at the &amp;quot;preparing carefully&amp;quot; screen, as it says, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem.jpg this], and if I click the OK button it says [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem2.jpg this].&lt;br /&gt;
&lt;br /&gt;
Apologies for the largish screenshots. Any idea what might help? --[[User:Anfini|Anfini]] 15:57, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The Reveal tool is only used while already embarked.  Find a place to start your fortress, embark, and then run Reveal. And, keep in mind if you want to reveal all of the map you have to designate the bottom layer for digging completely then undesignated it BEFORE you run reveal--this will make DF load up the map for Reveal to find. As for the other errors, I'm not sure what is going on. Sorry.  --[[User:Corc|Corc]] 18:36, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for the help with Reveal, that worked perfectly. I suppose I misunderstood the module. The Profile dealie is the one I ''really'' want to use, though! If anyone has insight on how to work it, I would be grateful. Thanks! --[[User:Anfini|Anfini]] 19:24, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tile Edit Tile ID List ==&lt;br /&gt;
&lt;br /&gt;
Further explorations with Tweak leave me convinced we're missing another memory location that holds each block's type. Sandy clay Wall in one area doesn't match up with the data I gathered for my table of IDs, and there isn't enough data to be customized in Tile Edit to account for all the possibilities of ores and gems. Unfortunately I'm not knowledgable enough, nor am I patient enough, to find this memory location. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 19:37, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tile composition and gem type are special cases that are not held in tile data, and they have not been completely understood. &amp;amp;mdash;[[User:Rick|Rick]] 19:58, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Actually Gems and ore are understood.  They are considered Events (from the memory hack page terms) and are flagged by a bitmap.  The code sample I posted above, to add in finding only deposits of ore to Reveal, uses another 16x16 array to specify quickly that an event is taking place in that tile--then checks the bitmaps for what kind of ore (gem/ore/whatever) goes there.  The events use the global tile ids which it gets from the raw files (and is in the order read in from those raw files).  Using events you can add any type of deposit to the tile area (add sand to obsidian).  When I was looking into the TileIDs I came to the conclusion that the IDs are in a pattern and the type of rock/soil is dependent on the biome set for that tile.  IDs X -&amp;gt; Y for example will always be smooth walls, just of main biome material.  What designates the Biome is probably another one of the 16x16 blocks of data--I just got on a side track and never figured out which one for sure.  To test/confirm this, try finding a value that changes a stone type to a soil type then give that same soil TileID to a different kind of stone on another layer--it should turn into a soil type as well, but most likely not the same kind as before.  Doing that on the first 2 layers of the map will make it easier since it usually has both rock and soil from the same biome.   I started documenting this on my user page.  --[[User:Corc|Corc]] 20:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure why you wrote that blurb instead of linking to my page on it. I know the gem stuff is known, I should have been more clear, I meant the composition/type regional layer muckery. &amp;amp;mdash;[[User:Rick|Rick]] 20:51, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Sorry 'bout that. Which page are you talking about? There are so many, that when I was looking for info I really didn't know where to look for valid info.  I wrote the blurb because he was talking about gems and ore specifically, and I guess I misunderstood your response. --[[User:Corc|Corc]] 21:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: [[User:Rick/Memory_research#Mineral_Event]] &amp;amp;mdash;[[User:Rick|Rick]] 22:01, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: OK, great, I wasn't sure if there was a newer one made. Now Valarnin has a link and a short explanation to go with it.  So now he may be inspired to continue having fun digging in the memory :) --[[User:Corc|Corc]] 00:38, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I'm not sure I understand exactly what's going on there. Is the vector a pointer to the mineral event's location? It would be so much easier if this was mapped out in Tile Edit. Speaking of Tile Edit, is the source available? I may be able to modify it to show the extra info. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 13:37, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Okay, I built Corc's modification to Reveal and learned a bit from that, but I have no example of a GUI and I'm a C++ programmer, not a C# programmer. I need an example of a GUI. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 14:11, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I was trying to do something similar myself. Just in case you didn't see it, here is a link to Rick's Dev discussion ([[User_Talk:Rick/Tweak/Development]]) which might be a better place to talk about all this.  What I did was just go through the c# gui sample and copy and paste stuff in while reading about what does what. --[[User:Corc|Corc]] 14:26, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Versions ==&lt;br /&gt;
Any Idea when we will have an update for the most recent versions? What is needed? What do us Noobs do to get it to work?--[[User:ERoberts|ERoberts]] 13:58, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm currently busy &amp;quot;in real life&amp;quot; with work so I can't tend to Tweak for the latest version of DF just yet. Aside from minor bugs with Tweak modules (such as the freezing bug with Tile Edit) there is no need for an update other than providing Tweak with data for the version you want to use it with. You can probably find the information needed for Tweak's XML files for the new version on Jifodus's user page. &amp;amp;mdash;[[User:Rick|Rick]] 05:20, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Sorry its been a while since I've done this, do I still just put that info in a memory.ini file?&lt;br /&gt;
&lt;br /&gt;
::: I've got something to do today, but if no one has done it yet, I'll try to get something available later tonight for people. --[[User:Corc|Corc]] 11:42, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: You get the hash for the newest version, open up versions.xml, and add a new line such as this:&lt;br /&gt;
 	&amp;lt;version name=&amp;quot;0.27.176.39c&amp;quot; hash=&amp;quot;8f8cf06b1cd5ea102881a7cced767d4f&amp;quot; /&amp;gt;&lt;br /&gt;
:::: Then, you copy the newest version's folder you have in the versions folder and rename it to the newest version. Finally, you change the data in each xml file to match Jifodus's user page. I've uploaded the newest versions and the versions.xml file for 39b and 39c here:&lt;br /&gt;
 	http://dffd.wimbli.com/file.php?id=309&lt;br /&gt;
:::: However, I couldn't get anything to do with creatures to work. I couldn't seem to find a value to put in for race_vector from Jifodus's page. Corc, if you happen to know, tell me and I'll update the file.&lt;br /&gt;
&lt;br /&gt;
::::: Sorry to drop the ball. I don't think I could do much more than what was done already without spending a lot of time I don't have. Very grateful to whoever set that up (post your sig next time :P) --[[User:Corc|Corc]] 00:32, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: T'was me. I was a bit tired when I posted that. You could have checked the uploader on DFFD too. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 02:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Any chance of getting compatibility with 39e? --[[User:Deekin|Deekin]] 15:44, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Deekin beat me to the punch.  Ditto on the 39e request. :)  --Mozleron 12:46, 1 August 2008 (PDT)&lt;br /&gt;
:: Fix for 39e is here (hash included)EDIT: Only address lookup works: http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39e.core.xml --[[User:Aluminus|Aluminus]] 11:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If someone who knows how has the time, could you please add a section explaining how to get the hash for the new version? That way we can update this to work with new versions faster. [[User:Dangerous Beans|Dangerous Beans]] 01:54, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you're running one instance of the new version of DF, and in Tweak you choose File-&amp;gt;Select Process, it will ask you if you're sure you want to connect to the process (and it will give you the PID).  If you say yes, it will calculate the hash, look it up in versions.xml, find no match, and then show you a message box that includes the hash.  Copy that down, and then you can edit versions.xml.  --[[User:Exponent|Exponent]] 12:19, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Looks like you'll need to manually create a directory in &amp;quot;versions&amp;quot; to keep it from crashing and even then, you'd need to have the correct memory offsets to make it work. --[[User:Aristoi|Aristoi]] 19:31, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11829</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11829"/>
		<updated>2008-08-10T22:18:19Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Dwarf Foreman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF File Depot ==&lt;br /&gt;
Would be great to get the majority of these uploaded to the [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)].  I'm having trouble with some of the currently linked hosting sites.  I've just gotten Regional Prospector, so I'll see about getting that one up.  Thanks guys! --[[User:SlMagnvox|SlMagnvox]] 14:33, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== External Utilities ==&lt;br /&gt;
I thinking any Utilities that not made specifically for Dwarf fortress should put together at bottom which I have done. My question should we mark area with header say External utilities? [[User:Omagaalpha|Omagaalpha]] 08:22, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have a number of scripts that I use, but they randomly bug out for no apparent reason.  They will work fine in notepad (ie, output everything exactly as I expect), but be only partially executing and then failing in DF.  Again, sometimes they work fine.  I could post them and how they work if someone wants.  FYI, I am on Vista and that may be an issue.  --[[User:Geofferic|Geofferic]] 02:39, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure how CPU cycles and the buffer interact in Vista.  Is your FPS low?  Perhaps a key is dropping out of the buffer but DF isn't recognizing it due to lag?  Or lag might be making the buffer overflow.  It might depend on how autohotkey sends keystrokes, I don't know if it simulates a key press or directly input ssomething into the buffer.  You could try a small sleep(50), or the equivalent, in autohotkey and see if that helps.  Also, make sure it isn't losing focus for some reason due to background programs (although that would be strange) -Gotthard&lt;br /&gt;
&lt;br /&gt;
:::::I think it's a lag issue in DF.  I've yet to figure out exactly what is causing lag for me.  I think it's pathing with too many dwarfs and too complex of a hallway system over too many Z levels.  Also, I think playing very large maps causes me to lag, as well, but I think that's related to the pathing problem and all those other creatures trying to path.  It definitely got better in this version, tho.  I will hold off on trying to say definitively what's up with AuthoHotkey until after the next patch.  --[[User:Geofferic|Geofferic]] 03:50, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::AHK does tend to do wierd stuff in DF, but most of it is predictable. A lot of wierd errors that make no sense can be fixed by explicitely telling the script to focus on the Dwarf Fortress window, as well as generous Sleep statements. I found while rewalling a 30x30 outline, sleep 100 worked fine for the first two sides but posted about half of the second two. Sleep 150 placed the second two somewhat erraticly. Sleep 200 got the second two just fine. --[[User:Knivesu|Knivesu]] 10:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
&lt;br /&gt;
Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
&lt;br /&gt;
:It's pretty easy to find the addresses for this for new versions. Running the program in the directory with the new version gives you the check= value, and the others are moderately easy to suss. Also, I don't know exactly how it works or why it works, but from C-&amp;gt;D-&amp;gt;E start and pos were incremented 0x1000 each version, so laziness dictates trying that in future. [[User:Qalnor|Qalnor]] 16:37, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there any info on what the offsets (dwarfidpos, critter_start, profession_start) actually refer to?  I'm capable enough with finding memory addresses, but exactly what profession_start is eludes me.  Even dwarfidpos is a little unclear.&lt;br /&gt;
&lt;br /&gt;
 dwarfidpos = Address of Dwarf Race ID&lt;br /&gt;
 critter_start = Start of Main Creature Vector&lt;br /&gt;
 profession_start = Offset into Main Creature Vector the array of jobs.&lt;br /&gt;
[[User:Jifodus|Jifodus]] 00:41, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone know the values for v0.28.181.39f? --[[User:Aristoi|Aristoi]] 18:18, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Yourfilehost ==&lt;br /&gt;
&lt;br /&gt;
Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;br /&gt;
:: Megaupload, rapidshare, filefactory, you pick one --[[User:Digger|Digger]] 17:40, 24 February 2008 (EST)&lt;br /&gt;
:::Uh, you know there is a special site for uploading DF files now, right? It's linked on the main page. Screw those other guys. --[[User:Jackard|Jackard]] 17:53, 24 February 2008 (EST)&lt;br /&gt;
::::I say we scrap this section, then. --[[User:Digger|Digger]] 18:28, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==heal.exe==&lt;br /&gt;
&lt;br /&gt;
heal.exe does not regrow missing limbs.  However, &amp;quot;heal -hurt&amp;quot; on the command line brings missing limbs to red status, and &amp;quot;heal&amp;quot; thereafter restores the being to full health.&lt;br /&gt;
&lt;br /&gt;
I propose a -regrow parameter so we don't have to do this workaround, since if it's possible to bring missing limbs from dark grey to red status it's also possible to grow them back.&lt;br /&gt;
&lt;br /&gt;
Also, when using the -hurt parameter, it still says &amp;quot;059E7210 had 31 body parts '''healed'''&amp;quot;, when it should probably say &amp;quot;wounded&amp;quot;. --[[User:JT|JT]] 17:58, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Hmm, if it does heal missing limbs then I just need to change my logic slightly for healing. --[[User:Rick|Rick]] 19:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==reveal.exe==&lt;br /&gt;
&lt;br /&gt;
From what I've tested, reveal for 33a does not work for 33b. --[[User:Sparksol|Sparksol]] 13:39, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Correct.  It uses hardcoded offsets, which will change every time new code is added to DF.&lt;br /&gt;
:I have a version hacked for .33b, which I will not distribute out of respect for Rick.&lt;br /&gt;
:However, if you are skilled with a hex editor, here's what to do: change the first 5 occurances of the pattern 85 45 01 to the pattern 95 45 01.  (The 6th occurance of the pattern is a coincidental match and should not be changed.)  Then change the pattern 8C 33 89 00 to the pattern 8C 43 89 00.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually, as it happens, it looks like Rick has produced updated versions of his tools for .33b.  They were built on the 16th.  However he hasn't linked to them.  I don't know why.  The URL they're at requests that no links be made to them, so I'm not going to tell you. Sorry, you'll just have to do the hexedit.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:45, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just havn't mirrored them yet, that's all. --[[User:Rick|Rick]] 03:10, 19 November 2007 (EST)&lt;br /&gt;
::Hey, I'm curious why the file sizes ballooned.  Reveal went from 52k to 101k, a doubling in size.  Heal grew even more.  Maybe you didn't strip debugging info?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:42, 19 November 2007 (EST)&lt;br /&gt;
:::Usage of std libraries mostly. I made a library for working with DF so I wouldn't have to keep duplicating code through projects, and when writing it I figured I might as well make it more friendly for me to code in, hence usage of std:: stuff. --[[User:Rick|Rick]] 19:00, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whenever I try to open reveal.exe, the window will open up for a millisecond and then immedietely close. Is this a problem with the program or my windows? I am assuming its windows since everyone else seems to be able to use it. Has anyone else had this problem?--[[User:Varsashi|Varsashi]] 17:59, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::It hasn't been updated to work with 33c, and doesn't. Hopefully it will be updated soon. If you're using 33b, it should open and close quickly but reveal all allocated squares. To allocate all squares for revealing, I'll repeat the advice I've seen elsewhere: go to the lowest level and designate the entire level for digging, then remove the dig designation and run the reveal utility. --[[User:Janus|Janus]] 20:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So how do people feel about deleting this section, and probably the heal.exe section above too?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:56, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anybody know which version works with 38b? And can you also give me the link? --[[User:CrazyMcfobo|CrazyMcfobo]] 16:51, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went back to look for reveal.exe for the older version of DF I play (I've been sticking to the last good version where we still had the original mountain, 23.13.23a), but the file seems to have been corrupted at that place it's uploaded to. Now when I try to use it it says it's not a valid win32 application, and it's a 0-byte file after unzipping. Is there a good version up somewhere else still? --[[User:KittenyKat|KittenyKat]] 11:52, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How to use warp.exe?==&lt;br /&gt;
How do you use warp.exe? There's no information on how to use these on the page.--[[User:Demosthenes|Demosthenes]] 02:10, 21 November 2007 (EST)&lt;br /&gt;
: &amp;lt;code&amp;gt;warp.exe&amp;lt;/code&amp;gt; by itself will list your current cursor position. After you have the position you want to warp a creature to, you do &amp;lt;code&amp;gt;warp.exe &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&amp;lt;/code&amp;gt; as arguments, and it will warp the selected creature (selected with 'V'iew) to that destination, if it can. --[[User:Rick|Rick]] 18:10, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==StartProfile==&lt;br /&gt;
Perhaps, I don't understand how to use this correctly.  I'm using 33e, and the StartProfile linked in the Utils section.  I'm supposed to use this util at the Prepare for the Journey screen, correct?  I tried testing the export function with the first dwarf, with no skills assigned.  startprofile.exe -x 0 test.txt What I got back was:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Mining: 1348403210&amp;lt;br/&amp;gt;&lt;br /&gt;
Wood Cutter: 1565676876&amp;lt;br/&amp;gt;&lt;br /&gt;
Carpenter: 3801123&amp;lt;br/&amp;gt;&lt;br /&gt;
Engraving: 34079120&amp;lt;br/&amp;gt;&lt;br /&gt;
Record Keepe: 2293770&amp;lt;br/&amp;gt;&lt;br /&gt;
Liar: 34341293&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidator: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Conversationalist: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Comedian: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Flatterer: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Consoler: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
Pacifier: 16843009&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
When I try to set a dwarf's skills using StartProfile I end up with huge amounts of either negative or positive points available, with no changes being made to the dwarf's skills.  &amp;lt;br/ &amp;gt;--[[User:Stu72|Stu72]] 09:23, 11 December 2007 (EST)&lt;br /&gt;
: The offset for the skills must have changed. I guess I should've actually checked that, and not have assumed that just because the other values were correct, the skills were still correct. I'll check it out and post the appropriate fix. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
: The appropriate fix is redownloading it, when I hex edited the exe I messed it up field. -- [[User:Jifodus|Jifodus]]&lt;br /&gt;
:: Thanks, works beautifully.  It's a terrific time saver. --[[User:Stu72|Stu72]] 15:30, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How does one use this? The readme isn't very helpful. --[[User:Jackard|Jackard]] 01:08, 27 November 2007 (EST)&lt;br /&gt;
: Not knowing exactly what you're having trouble understanding, I'll give examples (the one thing I forgot to add in the readme).&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 0 Miner.txt&amp;lt;/code&amp;gt; - This will set the skill profile of the first Dwarf, in the list of units, to the skills in Miner.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile 1 Jeweler.txt&amp;lt;/code&amp;gt; - This will set the skills on the second Dwarf, in the list of units, to the skills in Jeweler.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -x 3 Customprofile.txt&amp;lt;/code&amp;gt; - This will save the set of skills on the fourth Dwarf to Customprofile.txt&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;startprofile -v0.27.169.33b 0 Miner.txt&amp;lt;/code&amp;gt; Same as the first example, except it'll work on the previous version of Dwarf Fortress.&amp;lt;br /&amp;gt;-- [[User:Jifodus|Jifodus]] 03:28, 27 November 2007 (EST)&lt;br /&gt;
::Thanks, I'll try that out. --[[User:Jackard|Jackard]] 21:21, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33d by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A530 | 98 16 25 01 04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6A6 | 30 2E 32 37 2E 31 36 39 2E 33 33 64&lt;br /&gt;
  2A77C | 02&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 20:14, 3 December 2007 (EST)&lt;br /&gt;
:CBW; PUSH SS; AND EAX, 00000401h; ADD AH, BL; ADD [EAX], AL; ...  &lt;br /&gt;
:That makes no sense.  Must be missing something off the head end.&lt;br /&gt;
:3 unknown bytes; ADD [EAX+EAX], EAX; ...  No better.  Worse, even.&lt;br /&gt;
:4 unknown bytes; ADD AL, 00h; ADD [EAX], AL; ...  Unh uh.  Don't think so.&lt;br /&gt;
:8 unknown bytes; ESC-4(00); ...  Floating point?  Really?  No way.&lt;br /&gt;
:12 unknown bytes; LOCK OR [EAX], AL ...  Insane.&lt;br /&gt;
:I don't know what those bytes are, but they're not code.&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:23, 3 December 2007 (EST)&lt;br /&gt;
::You're right, they're data. First Row is (left to right, 5 dwords): [[User:Jifodus/Memory research#Addresses_3|Start Address]], Offset from address at start address, Dwarf List begin offset, Starting points offset, Skills offset, remaining skill points points. Second row is a character string (15 chars max). Third row is a dword indicating which data index is default.&lt;br /&gt;
:: &amp;lt;tt&amp;gt;//Start Addr, O, Lizt, Ponts, Skll, Remain&amp;lt;/tt&amp;gt; &lt;br /&gt;
:: &amp;lt;tt&amp;gt;{ 0x01251698, 4, 0xDC, 0x8F0, 0x70, 0x1C0 }&amp;lt;/tt&amp;gt; - The read/write locations and whatnot&lt;br /&gt;
:: &amp;lt;tt&amp;gt;&amp;quot;0.27.169.33d&amp;quot;&amp;lt;/tt&amp;gt; - Used for string comparison (-v flag)&lt;br /&gt;
:: &amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt; - The default version to use is the third in the list (what the above just added).&lt;br /&gt;
:: Configuration data can be found between 'DATA_SET' and 'TES_ATAD'. The list has enough space for 16 versions (3 are now in use). I'll just say I didn't want to have to recompile it for all the versions -- [[User:Jifodus|Jifodus]] 21:52, 6 December 2007 (EST)&lt;br /&gt;
If you wish to edit the executable, you can modify it so that it works with 0.27.169.33e by making the following changes with a hex editor:&lt;br /&gt;
 Offset   Overwrite With&lt;br /&gt;
 ----------------------------&lt;br /&gt;
  2A550 |&amp;quot;98 26 25 01&amp;quot;04 00 00 00 DC 00 00 00 F0 08 00 00 70 00 00 00 C0 01 00 00&lt;br /&gt;
  2A6B5 | 30 2E 32 37 2E 31 36 39 2E 33 33&amp;quot;65&amp;quot;&lt;br /&gt;
  2A77C |&amp;quot;03&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Patching Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Due to someone being interested in running lavasquare on version 33g, I determined how to patch the exe to work with later versions. With a hex editor, open lavasquare.exe and find and replace with appropriate values (replace the X's with the values underneath for the version you want). I only tested it for 33f, but I'm assuming that the values for 33g are correct (since I got them off the wiki).&lt;br /&gt;
&lt;br /&gt;
 (CursorX)&lt;br /&gt;
 FIND:		EE 57 68 88 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EE 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         88 F2 8F  0&lt;br /&gt;
 33g		         88 62 90  0&lt;br /&gt;
 38a		         88 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorY)&lt;br /&gt;
 FIND:		EC 57 68 8C E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	EC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         8C F2 8F  0&lt;br /&gt;
 33g		         8C 62 90  0&lt;br /&gt;
 38a		         8C F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (CursorZ)&lt;br /&gt;
 FIND:		E6 57 68 90 E2 8F 00 FF 35&lt;br /&gt;
 REPLACE:	E6 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         90 F2 8F  0&lt;br /&gt;
 33g		         90 62 90  0&lt;br /&gt;
 38a		         90 F2 92  0&lt;br /&gt;
&lt;br /&gt;
 (MapBlocks)&lt;br /&gt;
 FIND:		FC 57 68 60 15 46 01 FF 35&lt;br /&gt;
 REPLACE:	FC 57 68 XX XX XX 0X FF 35&lt;br /&gt;
 33f		         68 25 46  1&lt;br /&gt;
 33g		         80 96 46  1&lt;br /&gt;
 38a		         CC 29 49  1&lt;br /&gt;
&lt;br /&gt;
 (To exit immediately after writing, since I don't want to&lt;br /&gt;
 verify the other offsets)&lt;br /&gt;
 FIND:		FF 35 5C 80 40 00 E8 88 61 00 00 0F BF 7D&lt;br /&gt;
 		F8 57 0F BF 7D FA 57 8B 7D FC 81 C7 60 06&lt;br /&gt;
 		00 00&lt;br /&gt;
 REPLACE:	FF 35 5C 80 40 00 E8 88 61 00 00 6A FF FF&lt;br /&gt;
 		25 6C B1 40 00 CC CC CC CC CC CC CC CC CC&lt;br /&gt;
 		CC CC&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 02:05, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
To modify the above for the same behavior as water:&lt;br /&gt;
 FIND:		07 00 20 00&lt;br /&gt;
 REPLACE:	07 00 00 00&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 17:09, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Addresses for 0.27.173.38a:&lt;br /&gt;
 CursorX 0x0092F288&lt;br /&gt;
 CursorY 0x0092F28C&lt;br /&gt;
 CursorZ 0x0092F290&lt;br /&gt;
 MapBlocks 0x014929CC&lt;br /&gt;
Offsets are still the same.&lt;br /&gt;
-- [[User:Jifodus|Jifodus]] 19:14, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Addresses for 0.27.173.38c: (These worked for me, but I'm not an expert on this stuff.)&lt;br /&gt;
  CursorX 0x0094228C&lt;br /&gt;
  CursorY 0x00942290&lt;br /&gt;
  CursorZ 0x00942294&lt;br /&gt;
  MapBlocks 0x014A60A4&lt;br /&gt;
--[[User:Dorundain|Dorundain]] 22:21, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Where is the Mapblocks found in the hex code? 0x01461560.MAP_DATA_MEM is the closest thing I can find.&lt;br /&gt;
&lt;br /&gt;
--[[User:Silveron|Silveron]] 08:57, 22 March 2008 (EDT)         &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Lavasquare Popup? ==&lt;br /&gt;
&lt;br /&gt;
How do I remove the prompt? It is a painful thing for large projects. The macro below helps some, though. --[[User:Jackard|Jackard]] 08:05, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
 #Persistent&lt;br /&gt;
 SetTimer, CloseLava, 100&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 CloseLava:&lt;br /&gt;
 WinClose, lcc runtime&lt;br /&gt;
 return&lt;br /&gt;
 &lt;br /&gt;
 del::&lt;br /&gt;
 IfWinActive Dwarf Fortress&lt;br /&gt;
 {&lt;br /&gt;
   send {down}&lt;br /&gt;
   run C:\Program Files\Dwarf Fortress\Utilities\lavasquare 33g.exe&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
 else&lt;br /&gt;
 {&lt;br /&gt;
   send {del}&lt;br /&gt;
   return&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Lavasquare ==&lt;br /&gt;
&lt;br /&gt;
Why does it seemingly stop working after a while? It runs but summons no magma/lava. --[[User:Spelguru|Spelguru]] 12:28, 18 January 2008 (EST)&lt;br /&gt;
:No idea, never run into the problem though I've used it quite thoroughly. --[[User:Jackard|Jackard]] 17:52, 18 January 2008 (EST)&lt;br /&gt;
:I've run into this once. Restarting DF fixed the problem. --[[User:SquirrelFarmer|SquirrelFarmer]] 09:50, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
Could someone make an updated version? Having to slaughter anyone who gets injured just because the rain-filling-ponds doesn't work properly yet is annoying. -Shadow_archamgi, February 27 2008&lt;br /&gt;
&lt;br /&gt;
==Weatherdwarf==&lt;br /&gt;
I can't find the page, but it's a utility that lets you change the temperature of an area and allows for some crazy stuff. Look it up on the forums; I have a community fortress to tend to. --[[User:Penguinofhonor|Penguinofhonor]] 20:18, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Accent Removal ==&lt;br /&gt;
&lt;br /&gt;
I added the accent removal utility here from [[Accent Removal]], since that's about to be deleted. However, none of Wikipedia's show-hide-box stuff works here (I assumed it would...), so it's a big glob of pre-formatted text in there that should be hidden. Could someone do it? [[User:Zardus|Zardus]] 00:51, 15 May 2008 (EDT)&lt;br /&gt;
:[[User:Jackard/Accent_Removal|Accent removal tutorial]] contains detailed instructions on the subject. I think, we could replace the whole thing on utility page with one link. [[User:Nophotoavailable|Nophotoavailable]] 20:58, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DFWall ==&lt;br /&gt;
&lt;br /&gt;
Mostly directed at the author here, but is there any feature that's useful that's not native? --[[User:N9103|Edward]] 00:57, 31 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36022</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36022"/>
		<updated>2008-08-09T05:21:09Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Caravan at Inaccessible Depot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
&lt;br /&gt;
This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.[[User:GarrieIrons|GarrieIrons]] 01:14, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you want a trade to succeed just make sure the trader gets 100-1000* profit. Almost every trade I made with this method was accepted. --[[User:AlexFili|AlexFili]] 06:09, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. [[User:Samyotix|Samyotix]] 14:51, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add hint: &amp;quot;Buy everything ... in case you get a strange mood&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Personally I've found it very useful to do this:&lt;br /&gt;
&lt;br /&gt;
When traders arrive, &lt;br /&gt;
a) optionally check stocks.&lt;br /&gt;
b) Buy everything you can't make or harvest in your own fort.&lt;br /&gt;
c) In the diplomat meeting, order everything you can't make or harvest.&lt;br /&gt;
&lt;br /&gt;
To be specific: Thread, Silk, cloth, metal bars (anything else?).&lt;br /&gt;
&lt;br /&gt;
The reason: &lt;br /&gt;
a) Dwarves sometimes demand items out of some metal or alloy they like.&lt;br /&gt;
b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.&lt;br /&gt;
&lt;br /&gt;
Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.&lt;br /&gt;
&lt;br /&gt;
Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession.&amp;quot;&lt;br /&gt;
[[User:Samyotix|Samyotix]] 14:49, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clear the perimeter? ==&lt;br /&gt;
&lt;br /&gt;
Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has '''always''' appeared at a point with access to the depot. --[[User:Raumkraut|Raumkraut]] 13:13, 12 July 2008 (EDT)&lt;br /&gt;
:What the article says is:&lt;br /&gt;
:#Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization, &lt;br /&gt;
:#they may appear from different directions or z-levels each year&lt;br /&gt;
:#they cannot use stairs&lt;br /&gt;
:#they may leave without trading if it takes too long to reach the trade depot&lt;br /&gt;
:With the above points in mind:&lt;br /&gt;
:#In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation. &lt;br /&gt;
&lt;br /&gt;
I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction. &lt;br /&gt;
&lt;br /&gt;
The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).[[User:GarrieIrons|GarrieIrons]] 00:33, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Seizing goods==&lt;br /&gt;
&amp;quot;It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can confirm that this also works in the PC version.[[User:Moonman|Moonman]] 14:07, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Empty caravans ==&lt;br /&gt;
&lt;br /&gt;
human, elf, and dwarf caravans bringing me nothing.&lt;br /&gt;
is it possible to have a depot too full? --[[User:Eerr|Eerr]] 07:30, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In recent versions of the game I've noticed that traders, after their initial visit, will only bring what was mentioned in your previous trade agreement with them. In earlier versions they'd bring all sorts of tat along too. Did you perhaps not request any goods for import? I don't imagine this could affect the Elves as well though. --[[User:Raumkraut|Raumkraut]] 08:02, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Prior to the latest group of releases, I'd been getting empty caravans for a LONG time, Elves and Humans alike, and occasionally even the Dwarves. Hasn't happened to me in the e release yet though (hadn't spent too much time on the other releases). --[[User:N9103|Edward]] 13:13, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== starvation ==&lt;br /&gt;
&lt;br /&gt;
it must be because they brought food to my starving settlement&lt;br /&gt;
(dwarves will run out and get food straight from the caravan)&lt;br /&gt;
&lt;br /&gt;
== Added a small bit. ==&lt;br /&gt;
&lt;br /&gt;
I quickly changed the section about the possible exploit of deleting a trade depot from Mac-only-bug to an across the board phenomenon.&lt;br /&gt;
&lt;br /&gt;
== Caravan at Inaccessible Depot ==&lt;br /&gt;
&lt;br /&gt;
I assume it is related to the 3 wide path only showing as 1 green square, but the caravan has stopped at a trade depot that is listed as inaccessible.  Does this mean that some trade depots will show bad with SHIFT-D but are actually okay? --[[User:Aristoi|Aristoi]] 21:15, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The three-wide path showing only one green square is, to my knowledge, correct. That green is the center of the path, along which the center of the wagon must align with to fit within the three-wide path. --[[User:Mattmoss|Mattmoss]] 23:14, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks.  It'd be nice then if the Shift-D showed that as a caravan accessible depot then. --[[User:Aristoi|Aristoi]] 01:21, 9 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36020</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36020"/>
		<updated>2008-08-09T01:15:54Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
&lt;br /&gt;
This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.[[User:GarrieIrons|GarrieIrons]] 01:14, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you want a trade to succeed just make sure the trader gets 100-1000* profit. Almost every trade I made with this method was accepted. --[[User:AlexFili|AlexFili]] 06:09, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
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|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. [[User:Samyotix|Samyotix]] 14:51, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add hint: &amp;quot;Buy everything ... in case you get a strange mood&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Personally I've found it very useful to do this:&lt;br /&gt;
&lt;br /&gt;
When traders arrive, &lt;br /&gt;
a) optionally check stocks.&lt;br /&gt;
b) Buy everything you can't make or harvest in your own fort.&lt;br /&gt;
c) In the diplomat meeting, order everything you can't make or harvest.&lt;br /&gt;
&lt;br /&gt;
To be specific: Thread, Silk, cloth, metal bars (anything else?).&lt;br /&gt;
&lt;br /&gt;
The reason: &lt;br /&gt;
a) Dwarves sometimes demand items out of some metal or alloy they like.&lt;br /&gt;
b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.&lt;br /&gt;
&lt;br /&gt;
Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.&lt;br /&gt;
&lt;br /&gt;
Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession.&amp;quot;&lt;br /&gt;
[[User:Samyotix|Samyotix]] 14:49, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clear the perimeter? ==&lt;br /&gt;
&lt;br /&gt;
Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has '''always''' appeared at a point with access to the depot. --[[User:Raumkraut|Raumkraut]] 13:13, 12 July 2008 (EDT)&lt;br /&gt;
:What the article says is:&lt;br /&gt;
:#Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization, &lt;br /&gt;
:#they may appear from different directions or z-levels each year&lt;br /&gt;
:#they cannot use stairs&lt;br /&gt;
:#they may leave without trading if it takes too long to reach the trade depot&lt;br /&gt;
:With the above points in mind:&lt;br /&gt;
:#In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation. &lt;br /&gt;
&lt;br /&gt;
I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction. &lt;br /&gt;
&lt;br /&gt;
The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).[[User:GarrieIrons|GarrieIrons]] 00:33, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Seizing goods==&lt;br /&gt;
&amp;quot;It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can confirm that this also works in the PC version.[[User:Moonman|Moonman]] 14:07, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Empty caravans ==&lt;br /&gt;
&lt;br /&gt;
human, elf, and dwarf caravans bringing me nothing.&lt;br /&gt;
is it possible to have a depot too full? --[[User:Eerr|Eerr]] 07:30, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In recent versions of the game I've noticed that traders, after their initial visit, will only bring what was mentioned in your previous trade agreement with them. In earlier versions they'd bring all sorts of tat along too. Did you perhaps not request any goods for import? I don't imagine this could affect the Elves as well though. --[[User:Raumkraut|Raumkraut]] 08:02, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Prior to the latest group of releases, I'd been getting empty caravans for a LONG time, Elves and Humans alike, and occasionally even the Dwarves. Hasn't happened to me in the e release yet though (hadn't spent too much time on the other releases). --[[User:N9103|Edward]] 13:13, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== starvation ==&lt;br /&gt;
&lt;br /&gt;
it must be because they brought food to my starving settlement&lt;br /&gt;
(dwarves will run out and get food straight from the caravan)&lt;br /&gt;
&lt;br /&gt;
== Added a small bit. ==&lt;br /&gt;
&lt;br /&gt;
I quickly changed the section about the possible exploit of deleting a trade depot from Mac-only-bug to an across the board phenomenon.&lt;br /&gt;
&lt;br /&gt;
== Caravan at Inaccessible Depot ==&lt;br /&gt;
&lt;br /&gt;
I assume it is related to the 3 wide path only showing as 1 green square, but the caravan has stopped at a trade depot that is listed as inaccessible.  Does this mean that some trade depots will show bad with SHIFT-D but are actually okay? --[[User:Aristoi|Aristoi]] 21:15, 8 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25814</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25814"/>
		<updated>2008-08-08T18:32:58Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Fractal designs */ Uploaded a larger version of Raynard's square delight 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many ways to design the layout of bedrooms. Designs must consider simplicity and ease of designating, efficiency, and aesthetics. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to noise should also be considered.&lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000432 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=10&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|.|.|`|.|.|`|θ|.|`&lt;br /&gt;
|`|.|.|`|.|.|`|.|.|`}}&lt;br /&gt;
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|`|`|.|`|`|.|`|`|┼|`}}&lt;br /&gt;
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|`|`|`|`|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=17&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
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|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
{{qd|cols=13&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
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|╠|═|═|╬|═|═|╬|═|═|╬|═|═|╣&lt;br /&gt;
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|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝}}&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║|.|.&lt;br /&gt;
|╠|═|╣|X|╚|═|╩|═|╝|X|╚|═|╝|.|.&lt;br /&gt;
|║|.|┼|╗|.|.|.|.|.|.|.|.|.|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|.|.|.|.|.|.}}&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|╠|═|═|╣|.|.|.|.|.|╔|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|║|.|.|║|.|.&lt;br /&gt;
|║|.|┼|╝|.|.|.|.|.|╚|┼|.|║|.|.&lt;br /&gt;
|╠|═|╣|X|╔|═|╦|═|╗|X|╠|═|╣|.|.&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝|.|.}}&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3 depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|θ|╚|╣|X|╠|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|.|┼|╦|┼|╬|═|╩|╗|\|\|\}}&lt;br /&gt;
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|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
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|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
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|\|\|╔|═|═|╣|÷|╚|╝|X|╚|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|╥|.|.|.|╚|═|╩|╗|\|\|\}}&lt;br /&gt;
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|\|\|║|.|╔|╝|.|╤|.|╥|.|.|.|÷|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╝|.|.|.|.|╤|.|╤|╥|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|.|╥|╤|.|.|.|.|.|╚|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╗|.|.|.|.|.|╤|╥|.|X|╠|╗|θ|║&lt;br /&gt;
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|\|\|\|║|÷|.|.|.|╥|.|╤|.|╔|╝|.|║|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|╚|╦|═|╗|.|.|.|╥|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╗|X|╔|╗|÷|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\}}&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree to say that they are the most incredible of all the designs around, if not the for the sheer challenge of successfully executing something as complex, then for the extra touch it give to the whole fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (I'm not sure how much movement stairs take).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Raynard1.png&amp;diff=44109</id>
		<title>File:Raynard1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Raynard1.png&amp;diff=44109"/>
		<updated>2008-08-08T18:30:21Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: Larger Raynard's Fractal Bedroom Layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Larger Raynard's Fractal Bedroom Layout&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14935</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=14935"/>
		<updated>2008-08-08T17:33:24Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Smata Sagus download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They could be moved to the seed pages for older versions. A lot of the older maps have completely different features(magma, hidden fun stuff, underground lakes) than advertised when played on 38c. --[[User:Doniazade|Doniazade]] 09:49, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I could not recreate exactly the starting area using the folder provided.  The landscape has changed slightly. --[[User:Aristoi|Aristoi]] 10:14, 8 August 2008 (EDT) [[Image:Smata Sagus Starting Area.JPG|none|thumb|The starting area is a bit different (v0.28.181.39e)]]&lt;br /&gt;
:Yeah, I imagine that's due to the way the game now smooths shores and mountain range edges beyond what it did back in 33g. --[[User:Janus|Janus]] 12:40, 8 August 2008 (EDT)&lt;br /&gt;
::Will all the minerals and magma still be there? --[[User:Aristoi|Aristoi]] 13:33, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
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== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
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== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;br /&gt;
:Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:53, 21 March 2008 (EDT)&lt;br /&gt;
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== Ewèlina, The Enchanted Land ==&lt;br /&gt;
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Rock salt is not a flux. --[[User:GreyMario|GreyMario]] 22:34, 11 April 2008 (EDT)&lt;br /&gt;
:Well that sucks. I thought all the stones listed in white on the embark screen here flux. I live and learn. Updating article. [[User:Yvain|Yvain]] 01:32, 13 April 2008 (EDT)&lt;br /&gt;
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Is the seed right? coz i get the right world name but that map is different... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Balistora|Balistora]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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The downloadable worlds were generated in a different version and won't generate the same in the current one. If you want a world to generate a copy of, look at the seeds section of the article. [[User:VengefulDonut|VengefulDonut]] 10:44, 15 April 2008 (EDT)&lt;br /&gt;
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== Xah Rabin - The Dimension of Omen ==&lt;br /&gt;
This map needs a proper description of location and features.--[[User:Doniazade|Doniazade]] 10:44, 11 May 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
==Map Generation for 39a==&lt;br /&gt;
Since there are many more options available in the new version, just having a 'seed' isn't quite enough, esp if many options are changed.  Maybe we could ask toady to get a settings import/export to a file or a hash sequence that we could enter in?  Either that, or we need a whole new table and way to display these settings. [[User:Chrispy|Chrispy]] 00:39, 15 July 2008 (EDT)&lt;br /&gt;
:I added a [[Pregenerated_worlds#World_Generation_Parameter_Sets|parameter set section]]; IMO seeds are dead, parameter sets allow tons more control and they don't have to be typed in manually. --[[User:Zwergner|Zwergner]] 10:45, 22 July 2008 (EDT)&lt;br /&gt;
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== I want a magma pipe + chasm bug ==&lt;br /&gt;
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Can someone find me the seed for one of those bugged volcano ontop of a chasm things? I want to build my fortress near one of those. [[User:Diabl0658|Diabl0658]] 02:20, 30 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14933</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=14933"/>
		<updated>2008-08-08T14:19:09Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Smata Sagus download */&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;
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== 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;
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PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
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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;
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::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;
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:::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;
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::::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;
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: 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;
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===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
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Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
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:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
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:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
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:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
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:They could be moved to the seed pages for older versions. A lot of the older maps have completely different features(magma, hidden fun stuff, underground lakes) than advertised when played on 38c. --[[User:Doniazade|Doniazade]] 09:49, 11 May 2008 (EDT)&lt;br /&gt;
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== 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;
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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;
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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;
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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;
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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;
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== Coordinates ==&lt;br /&gt;
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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;
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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;
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here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
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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;
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====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;
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: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;
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== Individual entries ==&lt;br /&gt;
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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;
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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;
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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;
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: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;
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== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
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==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
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== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
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:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
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:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
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==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
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:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
I could not recreate exactly the starting area using the folder provided.  The landscape has changed slightly. [[User:Aristoi|Aristoi]] 10:14, 8 August 2008 (EDT) [[Image:Smata Sagus Starting Area.JPG|none|thumb|The starting area is a bit different (v0.28.181.39e)]]&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;br /&gt;
:Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:53, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ewèlina, The Enchanted Land ==&lt;br /&gt;
&lt;br /&gt;
Rock salt is not a flux. --[[User:GreyMario|GreyMario]] 22:34, 11 April 2008 (EDT)&lt;br /&gt;
:Well that sucks. I thought all the stones listed in white on the embark screen here flux. I live and learn. Updating article. [[User:Yvain|Yvain]] 01:32, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is the seed right? coz i get the right world name but that map is different... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Balistora|Balistora]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The downloadable worlds were generated in a different version and won't generate the same in the current one. If you want a world to generate a copy of, look at the seeds section of the article. [[User:VengefulDonut|VengefulDonut]] 10:44, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Xah Rabin - The Dimension of Omen ==&lt;br /&gt;
This map needs a proper description of location and features.--[[User:Doniazade|Doniazade]] 10:44, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map Generation for 39a==&lt;br /&gt;
Since there are many more options available in the new version, just having a 'seed' isn't quite enough, esp if many options are changed.  Maybe we could ask toady to get a settings import/export to a file or a hash sequence that we could enter in?  Either that, or we need a whole new table and way to display these settings. [[User:Chrispy|Chrispy]] 00:39, 15 July 2008 (EDT)&lt;br /&gt;
:I added a [[Pregenerated_worlds#World_Generation_Parameter_Sets|parameter set section]]; IMO seeds are dead, parameter sets allow tons more control and they don't have to be typed in manually. --[[User:Zwergner|Zwergner]] 10:45, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I want a magma pipe + chasm bug ==&lt;br /&gt;
&lt;br /&gt;
Can someone find me the seed for one of those bugged volcano ontop of a chasm things? I want to build my fortress near one of those. [[User:Diabl0658|Diabl0658]] 02:20, 30 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14932</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=14932"/>
		<updated>2008-08-08T14:14:28Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: /* Smata Sagus download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They could be moved to the seed pages for older versions. A lot of the older maps have completely different features(magma, hidden fun stuff, underground lakes) than advertised when played on 38c. --[[User:Doniazade|Doniazade]] 09:49, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
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== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
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:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
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==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
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::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
I could not recreate exactly the starting area using the folder provided.  The landscape has changed slightly. [[User:Aristoi|Aristoi]] 10:14, 8 August 2008 (EDT) [[Image:Smata Sagus Starting Area.JPG|thumb|The starting area is a bit different (v0.28.181.39e)]]&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
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:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
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== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;br /&gt;
:Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:53, 21 March 2008 (EDT)&lt;br /&gt;
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== Ewèlina, The Enchanted Land ==&lt;br /&gt;
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Rock salt is not a flux. --[[User:GreyMario|GreyMario]] 22:34, 11 April 2008 (EDT)&lt;br /&gt;
:Well that sucks. I thought all the stones listed in white on the embark screen here flux. I live and learn. Updating article. [[User:Yvain|Yvain]] 01:32, 13 April 2008 (EDT)&lt;br /&gt;
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Is the seed right? coz i get the right world name but that map is different... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Balistora|Balistora]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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The downloadable worlds were generated in a different version and won't generate the same in the current one. If you want a world to generate a copy of, look at the seeds section of the article. [[User:VengefulDonut|VengefulDonut]] 10:44, 15 April 2008 (EDT)&lt;br /&gt;
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== Xah Rabin - The Dimension of Omen ==&lt;br /&gt;
This map needs a proper description of location and features.--[[User:Doniazade|Doniazade]] 10:44, 11 May 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
==Map Generation for 39a==&lt;br /&gt;
Since there are many more options available in the new version, just having a 'seed' isn't quite enough, esp if many options are changed.  Maybe we could ask toady to get a settings import/export to a file or a hash sequence that we could enter in?  Either that, or we need a whole new table and way to display these settings. [[User:Chrispy|Chrispy]] 00:39, 15 July 2008 (EDT)&lt;br /&gt;
:I added a [[Pregenerated_worlds#World_Generation_Parameter_Sets|parameter set section]]; IMO seeds are dead, parameter sets allow tons more control and they don't have to be typed in manually. --[[User:Zwergner|Zwergner]] 10:45, 22 July 2008 (EDT)&lt;br /&gt;
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== I want a magma pipe + chasm bug ==&lt;br /&gt;
&lt;br /&gt;
Can someone find me the seed for one of those bugged volcano ontop of a chasm things? I want to build my fortress near one of those. [[User:Diabl0658|Diabl0658]] 02:20, 30 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Smata_Sagus_Starting_Area.JPG&amp;diff=44105</id>
		<title>File:Smata Sagus Starting Area.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Smata_Sagus_Starting_Area.JPG&amp;diff=44105"/>
		<updated>2008-08-08T14:09:58Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: The Smata Sagus pregenerated world that I encountered, different from the creator's.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Smata Sagus pregenerated world that I encountered, different from the creator's.&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21325</id>
		<title>40d Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21325"/>
		<updated>2008-08-05T13:49:18Z</updated>

		<summary type="html">&lt;p&gt;Aristoi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How -do- you capture flies, anyway? --[[User:Alfador|Alfador]] 19:13, 5 November 2007 (EST)&lt;br /&gt;
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How do I jump off cliffs in adventure mode? --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12games.com/cgi-local/ultimatebb.cgi forums] would probably be a better place to ask questions like these, though the movement thing would probably go well in this article. To 'catch' flies, simply be on the same tile as a swarm of them, and {{key|g}}et one as if it were an item on the ground. To jump off cliffs or other such features, hold Alt while moving, and it'll give you a choice of where you want to go in that direction. --[[User:Hesitris|Hesitris]] 06:54, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The best way to get live animals is to &amp;quot;L&amp;quot;ook/search in the square, which will dig up a multitude of small bugs. Store them in your backpack and go to town with &amp;quot;Spinning Live Cockroach Hits The Cougar In The Head! Its Brain Is Broken!&amp;quot;-ness. --[[User:DuckofDoom|DuckofDoom]] 20:19, 2 December 2007 (EST)&lt;br /&gt;
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It mentions that you start out in the Mayor's House in a human town. Isn't that technically like the Town Hall or City Tavern, not the mayor's house. --[[User:Wahnsinniger|Wahnsinniger]] 20:57, 3 December 2007 (EST)&lt;br /&gt;
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Erm, pressing P doesn't equip items. Instead it tries to put them in containers.[[User:Patarak|Patarak]] 02:59, 12 February 2008 (EST)&lt;br /&gt;
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: Fixed &amp;quot;P&amp;quot;, here's some news from 38a though: i met a legendary bowman, and she told me off when i asked her to join. No more &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions except for Drunks now. --[[User:Digger|Digger]] 23:40, 18 February 2008 (EST)&lt;br /&gt;
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:: Actually, its just the legendaries that ignore you. Lower class warriors are always happy to help. Sometimes they'll do your job for you!--[[User:Shadow archmagi|Shadow archmagi]] 05:50, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to talk about making adventure mode run faster on this page.  I can run a 6X6 fortress just fine, but for some reason, Adventure mode is slow as Toady's implementation of a UI. [[User:Pi|Pi]]&lt;br /&gt;
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Might wanna add a note that it apears that drunks are fairly good at using captured weapons. Twice now I've hada drunk wield a spear with incredible skill, killing an ettin, and one time, me when i tried to take the spear back after it was lodged into a werewolf and he grabbed it.--[[User:Darkone|Darkone]] 18:52, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just added a note to wrestling noting that unconscious people are commonly found on beds and make terrific wrestling buddies.--[[User:Shadow archmagi|Shadow archmagi]] 14:42, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Starting Location/Gear==&lt;br /&gt;
&lt;br /&gt;
It doesn't appear that humans start in the Mayor's house anymore, but in an inn of some sort.  Additionally, my starting dwarf seemed to start in a valley with no dwarf settlement nearby.  The dwarf was also lacking a wineskin.  [[User:Aristoi|Aristoi]] 15:03, 4 August 2008 (EDT)&lt;br /&gt;
:As long as I've been playing, a good few months now, it's always been the case that I've started in the tavern/inn. My dwarf also started in a valley outside of a dwarf settlement, but near to one. Hadn't really played a as a dwarf adventurer before, so I thought nothing of it. --[[User:Zombiejustice|Zombiejustice]] 17:05, 4 August 2008 (EDT)&lt;br /&gt;
::Perhaps the article needs to have its wording changed then.  There was no Mayor in the Inn, but I read on the forums there is a bug that causes him not to spawn sometimes.  Additionally, on another Dwarf runthrough, the dwarf did have a wineskin, and I was in a similar valley, but the minimap &amp;quot;tracker&amp;quot; leads me to a wide &amp;quot;pit&amp;quot; that drops into the dwarf fortress but no door.  I threw myself off and survived, but could not find an exit.  Just many many empty rooms with occasional people.[[User:Aristoi|Aristoi]] 09:49, 5 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Aristoi</name></author>
	</entry>
</feed>