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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BDR</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-11T18:32:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_token&amp;diff=20705</id>
		<title>40d Talk:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_token&amp;diff=20705"/>
		<updated>2008-02-29T04:54:17Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think the ROUGH item type is obsolete.  I'm pretty sure it's still used for rough gemstones IIRC.  I've been putzing around with reactions a lot and I can't remember everything I've tried, but I think I made rough gems using that token that I was able to cut with a jeweler and everything.  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:59, 5 November 2007 (EST)&lt;br /&gt;
:Yeah, I've been poking around with ROUGH, too. Works fine for making/using raw glass, too, with GLASS_GREEN:NO_MATGLOSS (or _CLEAR or _CRYSTAL) as the material. [[User:Vanigo|Vanigo]] 20:25, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I've tried to use the tag [ITEMCORPSE:GLOVES:ITEM_GLOVES_GAUNTLET:METAL:ADAMANTINE] (for obviously nefarious purposes), and while I succeeded in getting two '☼Adamantine gauntlet☼'s, I cannot for some reason put them on (yes, even after removing the iron gauntlets I started with).  I suspect this to be because I need an ☼Adamantine left/right gauntlet☼ instead, but I can't seem to figure out how to generate one (despite trying a couple variations on _LEFT).  Any thoughts? --[[User:BDR|BDR]] 23:53, 28 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_token&amp;diff=20704</id>
		<title>40d Talk:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_token&amp;diff=20704"/>
		<updated>2008-02-29T04:53:13Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think the ROUGH item type is obsolete.  I'm pretty sure it's still used for rough gemstones IIRC.  I've been putzing around with reactions a lot and I can't remember everything I've tried, but I think I made rough gems using that token that I was able to cut with a jeweler and everything.  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:59, 5 November 2007 (EST)&lt;br /&gt;
:Yeah, I've been poking around with ROUGH, too. Works fine for making/using raw glass, too, with GLASS_GREEN:NO_MATGLOSS (or _CLEAR or _CRYSTAL) as the material. [[User:Vanigo|Vanigo]] 20:25, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I've tried to use the tag [ITEMCORPSE:GLOVES:ITEM_GLOVES_GAUNTLET:METAL:ADAMANTINE] (for obviously nefarious purposes), and while I succeeded in getting two '☼Adamantine gauntlet☼'s, I cannot for some reason put them on.  I suspect this to be because I need an ☼Adamantine left/right gauntlet☼ instead, but I can't seem to figure out how to generate one (despite trying a couple variations on _LEFT).  Any thoughts? --[[User:BDR|BDR]] 23:53, 28 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38129</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38129"/>
		<updated>2008-02-28T19:08:43Z</updated>

		<summary type="html">&lt;p&gt;BDR: /* Quick Seed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quick Seed==&lt;br /&gt;
&lt;br /&gt;
Seed: 20&amp;lt;br /&amp;gt;&lt;br /&gt;
Dimensions: 257x257&amp;lt;br /&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br /&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38128</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38128"/>
		<updated>2008-02-28T19:07:06Z</updated>

		<summary type="html">&lt;p&gt;BDR: New page: ==Quick Seed==  Seed: 20 Name: Random OS: Windows XP  Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quick Seed==&lt;br /&gt;
&lt;br /&gt;
Seed: 20&lt;br /&gt;
Name: Random&lt;br /&gt;
OS: Windows XP&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&amp;diff=30337</id>
		<title>40d Talk:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&amp;diff=30337"/>
		<updated>2008-02-28T18:52:58Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== masterpiece disentigration ==&lt;br /&gt;
Does masterpiece clothing disentigration still cause the maker to get all pissy over it?&lt;br /&gt;
&lt;br /&gt;
If so, then it needs to be added to the article. --[[User:Heliopios|Heliopios]] 13:31, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== mass-produce? discard old clothes? ==&lt;br /&gt;
I would like to see something on which clothes players should mass-produce to keep their dwarves happy. I'm really not sure myself. [[User:Mindsnap|Mindsnap]] 15:37, 6 December 2007 (EST)&lt;br /&gt;
: I second this request. Do dwarves automatically discard old clothes? It seems that my dwarves are buying new clothes at the stores, but then they still wear there old rotting trousers. --[[User:Mitchy|Mitchy]] 11:01, 9 January 2008 (EST)&lt;br /&gt;
::In my experience they would discard old socks and boots, but will wear a dosen rotting dresses at once. Maybe some inv slots have limit on the clothes number, and some not? [[User:Dorten|Dorten]] 23:11, 9 January 2008 (EST)&lt;br /&gt;
: I recall a post on the forums that said it's best not to produce clothing at all, and start a dwarven nudist colony. That method is a simple solution that prevents unhappy thoughts from accumulating. I don't think it maximizes happiness, though, as Dwarves get happy thoughts from making satisfying acquisitions. [[User:Non|Non]] 03:50, 5 February 2008 (EST)&lt;br /&gt;
:: No good idea. Not having clothes gives an unhappy thought for every separate piece of clothes missing. --[[User:Koltom|Koltom]] 16:00, 18 February 2008 (EST)&lt;br /&gt;
:::not so. dwarves get(used to, removed this version) an unhappy thought for LOSING each piece of clothing, but once its gone(or if they started with none) there is no unhappy thought. they are perfectly fine and happy being naked, once the sadness of rotting clothes wears off --[[User:Chariot|Chariot]] 18:30, 18 February 2008 (EST)&lt;br /&gt;
:::: I once had the thought &amp;quot;XY was embarrassed to have no shirt lately&amp;quot;. cant swear if he had one before that thought or not, but dont rotting clothes give a different thought &amp;quot;emb. about...clothes rot away&amp;quot;? It still might be that he gets that thought only once. --[[User:Koltom|Koltom]] 18:56, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Artifact Cave Spider Silk Thong ==&lt;br /&gt;
&lt;br /&gt;
All right, given that you probably ''are'' going to make exotic underwear with cave spider silk... couldn't it at least be something that the dwarf who made it was going to ''wear'' rather than something which is rare for humans?&lt;br /&gt;
&lt;br /&gt;
Oh well, when my clothier passes over I will have something fantastic to sell which is also very light I guess![[User:GarrieIrons|GarrieIrons]] 21:47, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
Am I missing something? Is there any reason at all to provide new clothes for dwarfs? --[[User:Shadow archmagi|Shadow archmagi]] 09:27, 28 February 2008 (EST)&lt;br /&gt;
:You mean other than the fact that if old clothes start to rot the dwarf wearing said clothing gets an unhappy thought?  I highly doubt that's been removed since the last version I was semi-familiar with. --[[User:BDR|BDR]] 13:52, 28 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8076</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8076"/>
		<updated>2008-02-28T18:30:24Z</updated>

		<summary type="html">&lt;p&gt;BDR: /* If you feel you need your enemies (or victims) to drop better loot... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Reaction Additions=&lt;br /&gt;
All additions to the Raw Files require a new world to be created.&amp;lt;br /&amp;gt;&lt;br /&gt;
Generally speaking, *modifications* to an existing entry in a Raw File don't require a new world.&amp;lt;br /&amp;gt;&lt;br /&gt;
Worlds created before the addition are not playable unless the previous version of the Raw File is restored.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, attempting to play worlds not generated with identical reaction additions will also fail.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Easy Adamantine==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
[REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
&lt;br /&gt;
[NAME:make adamantine wafers]&lt;br /&gt;
&lt;br /&gt;
[SMELTER]&lt;br /&gt;
&lt;br /&gt;
[REAGENT]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
Into reaction_standard.txt. The next time you make a world your dwarves will be capable of creating adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
==Make stone into logs==&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_WOOD]&lt;br /&gt;
&lt;br /&gt;
[NAME:stone to wood]&lt;br /&gt;
&lt;br /&gt;
[SMELTER]&lt;br /&gt;
&lt;br /&gt;
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Same as above, just add this to reaction_standard.txt. As with any mod, you must generate a new seed.&lt;br /&gt;
&lt;br /&gt;
=Creature Token Modifications=&lt;br /&gt;
&lt;br /&gt;
Note that as above, many of these changes will require a new world.  The example listed below is a notable exception.&lt;br /&gt;
&lt;br /&gt;
==If you feel you need your enemies (or victims) to drop better loot...==&lt;br /&gt;
..add something like this to their creature entries.&lt;br /&gt;
&lt;br /&gt;
     [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]&lt;br /&gt;
     [ITEMCORPSE_QUALITY:5]&lt;br /&gt;
Note that you do *not* need to make a new world for this to work, and that you can even change this entry inbetween saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential.  You may want to take a look at the [[Item tokens]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).&lt;br /&gt;
&lt;br /&gt;
=River freeze=&lt;br /&gt;
By turning temperature to NO in the .init file, a frozen river will remain frozen(even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
=Savescumming=&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=Memory Editing=&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8075</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8075"/>
		<updated>2008-02-28T18:23:52Z</updated>

		<summary type="html">&lt;p&gt;BDR: Adding in a semi-obvious means of cheating in awesome equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Reaction Additions=&lt;br /&gt;
All additions to the Raw Files require a new world to be created.&amp;lt;br /&amp;gt;&lt;br /&gt;
Generally speaking, *modifications* to an existing entry in a Raw File don't require a new world.&amp;lt;br /&amp;gt;&lt;br /&gt;
Worlds created before the addition are not playable unless the previous version of the Raw File is restored.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, attempting to play worlds not generated with identical reaction additions will also fail.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Easy Adamantine==&lt;br /&gt;
Add this:&lt;br /&gt;
&lt;br /&gt;
[REACTION:ADAMANTINE_WAFERS]&lt;br /&gt;
&lt;br /&gt;
[NAME:make adamantine wafers]&lt;br /&gt;
&lt;br /&gt;
[SMELTER]&lt;br /&gt;
&lt;br /&gt;
[REAGENT]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
&lt;br /&gt;
Into reaction_standard.txt. The next time you make a world your dwarves will be capable of creating adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
==Make stone into logs==&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_WOOD]&lt;br /&gt;
&lt;br /&gt;
[NAME:stone to wood]&lt;br /&gt;
&lt;br /&gt;
[SMELTER]&lt;br /&gt;
&lt;br /&gt;
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Same as above, just add this to reaction_standard.txt. As with any mod, you must generate a new seed.&lt;br /&gt;
&lt;br /&gt;
=Creature Token Modifications=&lt;br /&gt;
&lt;br /&gt;
Note that as above, many of these changes will require a new world.  The example listed below is a notable exception.&lt;br /&gt;
&lt;br /&gt;
==If you feel you need your enemies (or victims) to drop better loot...==&lt;br /&gt;
..add something like this to their creature entries.&lt;br /&gt;
&lt;br /&gt;
     [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:METAL:ADAMANTINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
     [ITEMCORPSE_QUALITY:5]&lt;br /&gt;
Note that you do *not* need to make a new world for this to work, and that you can even change this entry inbetween saves on the same adventurer (and by highly likely extension, fortress), which has immense and obvious cheating potential.  You may want to take a look at the [[Item tokens]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).&lt;br /&gt;
&lt;br /&gt;
=River freeze=&lt;br /&gt;
By turning temperature to NO in the .init file, a frozen river will remain frozen(even during summer), allowing you to do anything you need to do before unfreezing it. This is especially useful for retrieving items or digging tunnels straight up to water sources without them flooding.&lt;br /&gt;
&lt;br /&gt;
=Savescumming=&lt;br /&gt;
&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
Another method to save scum is open up task manager (ctrl+alt+delete) and open the Processes tab, and then selecting dwarfort.exe and clicking on end task. This will cause dwarf fortress to close, without overwriting the last saved game. WARNING: closing the game in this manner has been known to cause inflate errors, especially in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=Memory Editing=&lt;br /&gt;
&lt;br /&gt;
''[[:Memory editing|Main article: Memory editing]]''&lt;br /&gt;
&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
The [[utilities]] page has several tools that do specific memory hacks, such as to teleport a creature.&lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
Editing the memory of a game has a possibility to cause the game to crash or misbehave, including corrupting of saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: WPE may be ''flagged'' as a virus because it injects a DLL, and certain viruses out there use similar techniques to steal sensitive information.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
Guide on how to edit the starting skills and points using TSearch: http://www.youtube.com/watch?v=boC-IxvkYsI&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14851</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=14851"/>
		<updated>2007-11-04T12:22:05Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&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;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5449</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5449"/>
		<updated>2007-11-04T12:17:41Z</updated>

		<summary type="html">&lt;p&gt;BDR: /* Seed 0: 0 Rejects and plenty of awesomeness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  As a consequence, the choice of whether to use a random name or a given name can result in a completely different world even when the same seed is used.  Seed publishers should specify whether a random name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
And I have found it.  Behold the beauty:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad. &lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5446</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5446"/>
		<updated>2007-11-03T22:41:22Z</updated>

		<summary type="html">&lt;p&gt;BDR: /* Seed 0: 0 Rejects and plenty of awesomeness */ It's a freezing volcano! Ain't it grand?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
And I have found it.  Behold the beauty:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad. &lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Freezingvolcano.JPG&amp;diff=17646</id>
		<title>File:Freezingvolcano.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Freezingvolcano.JPG&amp;diff=17646"/>
		<updated>2007-11-03T22:36:24Z</updated>

		<summary type="html">&lt;p&gt;BDR: A volcano in an unusual area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A volcano in an unusual area&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15480</id>
		<title>40d Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15480"/>
		<updated>2007-11-03T21:02:07Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a little surprised at the lack of detail here, especially considering the importance of this material in the last version.  It sounds like it might not be guaranteed anymore, though.. --[[User:BDR|BDR]] 19:47, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Be Bold, add to the material page. I havent found it yet. So I know little. --[[User:Soyweiser|Soyweiser]] 20:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I knew enough to add to it, I would.  I suppose it's possible to just copy over an old page, but according to the forums there may be less danger associated with it such that it could use a different write-up. --[[User:BDR|BDR]] 17:02, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5439</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5439"/>
		<updated>2007-11-03T20:09:03Z</updated>

		<summary type="html">&lt;p&gt;BDR: Seed 0 is surprisingly interesting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Anyone interested in a world seed with a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area?&lt;br /&gt;
&lt;br /&gt;
For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere...&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad. &lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1418</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1418"/>
		<updated>2007-11-03T19:55:32Z</updated>

		<summary type="html">&lt;p&gt;BDR: /* Water in Adventurer Mode */ adding some information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Water in Fortress Mode==&lt;br /&gt;
Dark-colored water, when looked at, shows up as an 'open space'.  This is because it is actually located one level below the camera level.  Moving the camera down one level will cause the water to turn light and show up as actual water.  Note that to specify a pool of water as a water source, fishing zone, or pond, you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level.&lt;br /&gt;
&lt;br /&gt;
Aboveground ponds possibly seem to be refilled by melting snow and ice.&lt;br /&gt;
&lt;br /&gt;
Also, there seems to be several water-types on the world map, as well as on the adventure map. The world map seems to be influenced (red tiles) as well as content of the water-- muddy water gets brown tiles. On the adventure map, there are also types of water: stagnant, murky, salt, mud(dy?) and ice. &lt;br /&gt;
&lt;br /&gt;
If you dig through to an area of cavern with 777777 depth water, it is NOT a pond, it is a chamber full of water that will make your wet as they continue to dig through level 2223334444 etc. water while it releases itself.&lt;br /&gt;
&lt;br /&gt;
If you dig into a small pond, it will spill out of the hole. If there are fish in it, they can be found flopping out of the water once it has spilled!&lt;br /&gt;
&lt;br /&gt;
Water can be diverted withouting uncontrolable spilling, of course. You can either use a [[power]] source and a [[screw pump]] to pump water into a [[channel]] and into the desired area, or you can just let gravity do the job for you, if you want to transfer water from a high point to a lower one (to create an underground water source using an above-ground brook, for example).&lt;br /&gt;
&lt;br /&gt;
==Water in Adventurer Mode==&lt;br /&gt;
''Adventurer mode: Water preference (when possible or when necessary) is set by pressing the m key, and moving onto a water tile can be done using the 'careful move', or alt+direction. Alt+direction (even numpad+5) seems to be working for up and down. (Need confirmation on the up and down, I was told by a beta tester that &amp;quot;Swimming up is Shift + 5(numpad), and swimming down is Ctrl + 5(numpad)&amp;quot;. , but does not seem to be working) &lt;br /&gt;
&lt;br /&gt;
Once again in adventurer mode, one can discover a river. This is not, however, displayed on the Legends menu. What impact could this have upon the game?-- Twerty (WHO KNOWS?!)&lt;br /&gt;
&lt;br /&gt;
Water in adventurer mode seems to be very 'unwelcoming', and if you enjoy your adventurer, avoidance is highly recommended.'' If an untrained swimmer jumps into water from a higher level, three things happen, they start drowning (which happens to any level swimmer completely covered in water, I believe, since this kind of represents their breath), they are stunned from the impact and subsequently are forced into a prone position (panicking/thrashing?) and are forced to a little under a third of their speed, which can probably be raised by raising the swimming skill level.'' Note that if you wish to train swimming from no skill at all, you'll have to find at least water displayed as (1/7); brooks are, as far as normal movement is concerned, actually ground tiles.  Also note that the speed of swimming skill training seems to vary depending on the strength of the current; higher levels of water usually mean more current, and more pushing of your character around, which also unfortunately means more lag, so even if you can find a good current that won't drown you, don't expect swimming training to go much faster than ambush skill training.&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15478</id>
		<title>40d Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15478"/>
		<updated>2007-11-02T23:47:59Z</updated>

		<summary type="html">&lt;p&gt;BDR: Another quality comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a little surprised at the lack of detail here, especially considering the importance of this material in the last version.  It sounds like it might not be guaranteed anymore, though.. --[[User:BDR|BDR]] 19:47, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:BDR&amp;diff=12365</id>
		<title>User talk:BDR</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:BDR&amp;diff=12365"/>
		<updated>2007-11-02T23:30:31Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im in ur talk page, writing mah comments [[User:Diabl0658|Diabl0658]] 22:17, 31 October 2007 (EDT)&lt;br /&gt;
:Where's the lolcats to go along with that? :P --[[User:BDR|BDR]] 19:30, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_smelter&amp;diff=15461</id>
		<title>40d Talk:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_smelter&amp;diff=15461"/>
		<updated>2007-11-02T23:25:08Z</updated>

		<summary type="html">&lt;p&gt;BDR: Commenting on the current quality of the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, what's the advantage of building a magma smelter over a regular one?  What can you do with the aid of magma that you can't with a normal one?  This may seem obvious, but I think it'd be far more informative for the newbies than just telling us how to make one and make it work.  It'd be nice if the limitations of the regular smelter also made it into the smelter article. --[[User:BDR|BDR]] 19:25, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Economic_stone&amp;diff=3380</id>
		<title>40d Talk:Economic stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Economic_stone&amp;diff=3380"/>
		<updated>2007-11-02T23:18:26Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This was vital knowledge for me to figure out: I started on a marble plateau (which despite the designation of &amp;quot;Heavily Forested&amp;quot; had NO TREES!!! I must have messed something up in the starting locale...) and had to undesignate marble as a flux in order to build anything.&lt;br /&gt;
&lt;br /&gt;
:That's funny.  I started on a volcano and had no trouble whatsoever building stuff out of obsidian.  Is obsidian not economic? --[[User:Peristarkawan|Peristarkawan]] 23:42, 29 October 2007 (EDT)&lt;br /&gt;
::Apparently not! I'll have to build a workshop and see if we can still build dark stone short swords? --[[User:Alfador|Alfador]] 23:49, 29 October 2007 (EDT)&lt;br /&gt;
:::I made several rock short swords and the craftsdwarf used obsidian for all of them.  But I only have two stone types available, so it could just be chance. --[[User:Peristarkawan|Peristarkawan]] 00:32, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I too started in a 'heavily forested' area, which looked like trees on the map, and had not a single tree in sight on any of the z-levels. I don't know if it's a bug or if I managed to snag a part that had no trees (I picked the smallest start size possible to minimize lag). --[[User:BurnedToast|BurnedToast]] 00:11, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Look over your Z-Levels again... or perhaps their are already trees inside the mountain?&lt;br /&gt;
Or even better, perhaps you have a 1 in a  million chance secenario, where heavily forested = 10 x Random Tree # = number of trees in region, and the random number you rolled was 0?&lt;br /&gt;
Perhaps not?&lt;br /&gt;
Perhaps you misread &amp;quot;Heavily Forested&amp;quot;?&lt;br /&gt;
Perhaps...&lt;br /&gt;
Yesh...Perhaps... -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
&lt;br /&gt;
I don't know if this is the place to mention it but shouldn't the stone pages have easier to understand data. Just copying and pasting data from the source isn't very helpful to new players. --[[User:Lucid|Lucid]] 20:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded; there should be more information about the uses of the different types of stone.  If not on each and every stone page, then at least one page with all of it and references to that page on each and every stone page. --[[User:BDR|BDR]] 19:18, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9145</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9145"/>
		<updated>2007-11-02T12:41:53Z</updated>

		<summary type="html">&lt;p&gt;BDR: /* Theft in Adventure Mode */ I should probably put my info here...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
&lt;br /&gt;
This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole.&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff.&lt;br /&gt;
&lt;br /&gt;
== Contents Under Pressure (FIXED in 0.27.169.33a) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Melting metal items produces a crapload of metal.&lt;br /&gt;
&lt;br /&gt;
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 intsead of dividing, in the case of metal bolts).&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''This bug was fixed in 0.27.169.33a.''&lt;br /&gt;
&lt;br /&gt;
== Making Metal Bars (FIXED in 0.27.169.33a) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;At [[Talk:Galena]] a bug is mentioned that apparently gives you less metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''This bug was fixed in 0.27.169.33a.''&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole (FIXED in 0.27.169.33a) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Wells crash the game now and then.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''This bug was fixed in 0.27.169.33a.''&lt;br /&gt;
&lt;br /&gt;
== Infinite Blood ==&lt;br /&gt;
&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wipe Your Feet ==&lt;br /&gt;
&lt;br /&gt;
Possibly related to the above issue, mud can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress.&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Too Small to Fit ==&lt;br /&gt;
Doors block Wagons.  Might not actually be a bug, but it certainly makes indoor trade depots less than appealing.&lt;br /&gt;
&lt;br /&gt;
--Somed additions by [[User:Draco18s|Draco18s]] 4:34, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fatal Crash (Fixed?) ==&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
''This bug was PROBABLY fixed in 0.27.169.33a, but could use rechecking''&lt;br /&gt;
&lt;br /&gt;
== Spelling/Grammar Nazi Attack! ==&lt;br /&gt;
{{K|z}} -&amp;gt; Stone Restriction screen: &amp;quot;Space: Change Status&amp;quot;; should probably be &amp;quot;Enter: Change Status&amp;quot; [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
: ''This has been fixed of version .33a; It now says: '''Enter''': Change status --[[User:Markavian|Markavian]]''&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9144</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9144"/>
		<updated>2007-11-02T12:41:15Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
&lt;br /&gt;
This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole.&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff.&lt;br /&gt;
&lt;br /&gt;
== Contents Under Pressure (FIXED in 0.27.169.33a) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Melting metal items produces a crapload of metal.&lt;br /&gt;
&lt;br /&gt;
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 intsead of dividing, in the case of metal bolts).&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''This bug was fixed in 0.27.169.33a.''&lt;br /&gt;
&lt;br /&gt;
== Making Metal Bars (FIXED in 0.27.169.33a) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;At [[Talk:Galena]] a bug is mentioned that apparently gives you less metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''This bug was fixed in 0.27.169.33a.''&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole (FIXED in 0.27.169.33a) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Wells crash the game now and then.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''This bug was fixed in 0.27.169.33a.''&lt;br /&gt;
&lt;br /&gt;
== Infinite Blood ==&lt;br /&gt;
&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wipe Your Feet ==&lt;br /&gt;
&lt;br /&gt;
Possibly related to the above issue, mud can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress.&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Too Small to Fit ==&lt;br /&gt;
Doors block Wagons.  Might not actually be a bug, but it certainly makes indoor trade depots less than appealing.&lt;br /&gt;
&lt;br /&gt;
--Somed additions by [[User:Draco18s|Draco18s]] 4:34, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fatal Crash (Fixed?) ==&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
''This bug was PROBABLY fixed in 0.27.169.33a, but could use rechecking''&lt;br /&gt;
&lt;br /&gt;
== Spelling/Grammar Nazi Attack! ==&lt;br /&gt;
{{K|z}} -&amp;gt; Stone Restriction screen: &amp;quot;Space: Change Status&amp;quot;; should probably be &amp;quot;Enter: Change Status&amp;quot; [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
: ''This has been fixed of version .33a; It now says: '''Enter''': Change status --[[User:Markavian|Markavian]]''&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands).&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:BDR&amp;diff=12307</id>
		<title>User:BDR</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:BDR&amp;diff=12307"/>
		<updated>2007-11-01T02:11:37Z</updated>

		<summary type="html">&lt;p&gt;BDR: User page!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no purpose here, no greater point to the madness residing within. Those who claim themselves truly sighted above all others are blind in this place; those who have nothing absolute for their eyes are the only ones who see the truth. All ye who enter here beware, for light is scarce, darkness prevails, and the ever-present gray will swallow your hopes and dreams if you do not take care. &lt;br /&gt;
&lt;br /&gt;
:Those seeking attribution will not find it, though if this appears elsewhere my humblest apologies will be given; these words felt only like they ought to be written *somewhere*, and this place was empty, so here they are.&lt;br /&gt;
&lt;br /&gt;
:Also, no I don't have anything better to put here for the new wiki, though you can feel free to add comments if you wish.&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12214</id>
		<title>40d:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12214"/>
		<updated>2007-11-01T02:05:34Z</updated>

		<summary type="html">&lt;p&gt;BDR: Google, Ask.com, Wikipedia, and the new version of DF all seem to say that it's spelled with an s, not a z&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List of Metals==&lt;br /&gt;
:[[Iron]]&lt;br /&gt;
:[[Gold]]&lt;br /&gt;
:[[Silver]]&lt;br /&gt;
:[[Copper]]&lt;br /&gt;
:[[Nickel]]&lt;br /&gt;
:[[Zinc]]&lt;br /&gt;
:[[Bronze]]&lt;br /&gt;
:[[Brass]]&lt;br /&gt;
:[[Steel]]&lt;br /&gt;
:[[Platinum]]&lt;br /&gt;
:[[Electrum]]&lt;br /&gt;
:[[Tin]]&lt;br /&gt;
:[[Fine Pewter]]&lt;br /&gt;
:[[Trifle Pewter]]&lt;br /&gt;
:[[Lay Pewter]]&lt;br /&gt;
:[[Lead]]&lt;br /&gt;
:[[Aluminum]]&lt;br /&gt;
:[[Nickel Silver]]&lt;br /&gt;
:[[Billon]]&lt;br /&gt;
:[[Sterling Silver]]&lt;br /&gt;
:[[Black Bronze]]&lt;br /&gt;
:[[Rose Gold]]&lt;br /&gt;
:[[Bismuth Bronze]]&lt;br /&gt;
:[[Adamantine]]&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help:Contents&amp;diff=12177</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help:Contents&amp;diff=12177"/>
		<updated>2007-11-01T01:43:59Z</updated>

		<summary type="html">&lt;p&gt;BDR: Copying over the Help:Contents page from the old wiki; because we shoudn't have to go through two pages for help when we only need one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please see http://www.mediawiki.org/wiki/Help:Contents&lt;br /&gt;
&lt;br /&gt;
Here's a [http://en.wikipedia.org/wiki/Web_colors resource] for identifying HTML colors in the wiki.&lt;br /&gt;
&lt;br /&gt;
See [http://en.wikipedia.org/wiki/Wikipedia:Talk_page Wikipedia:Talk page] for how to use discussion pages and [http://en.wikipedia.org/wiki/Wikipedia:Talk_page_guidelines Wikipedia:Talk page guidelines] for some basic etiquette.&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elephant&amp;diff=853</id>
		<title>40d Talk:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elephant&amp;diff=853"/>
		<updated>2007-10-31T19:23:18Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I changed the line about cave features, but left the rest alone. Are there any other parts that are no longer accurate in this version?--[[User:BahamutZERO|BahamutZERO]] 15:07, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Someone told me that Toady mentioned he had toned down the elephant aggressivness in one of his daily dev posts, does anyone know anything more about that? I don't want to end up having put up a completely out-of-date article. :P --[[User:BahamutZERO|BahamutZERO]] 15:58, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Elephants seem totally non-agressive now, I don't know if they even defend themselves when attacked. I had a dwarven caravan guard slaughter 3 of them without a single wound, all the elephants did was run even when the dwarf was right next to them.  Of course, the dwarf guards have steel instead of iron now, but still, I think elephants are no longer a real threat. --[[User:BurnedToast|BurnedToast]] 02:55, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Then I think Unicorns may have taken their place; in a way they're even worse because they went about slaughtering a bunch of elves without any provocation at all. --[[User:BDR|BDR]] 14:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, the irony of that, eh? --[[User:Xotes|Xotes]] 14:21, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yep, I didn't fail to notice the new analogy; Elephants:Dwarves::Unicorns:Elves. :D --[[User:BDR|BDR]] 15:23, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10009</id>
		<title>40d:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10009"/>
		<updated>2007-10-31T19:08:35Z</updated>

		<summary type="html">&lt;p&gt;BDR: Silly me, forgot to link it back to the Animal category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A preliminary report suggests that, at least in Adventure Mode, these creatures may have taken the initiative to become the new King of Beasts (at least as far as DF is concerned).  While the mighty elephants appear to have had their aggressive tendencies curbed somehow, the unicorn, once as equally peaceful when undisturbed, now appears to have become a predator, attacking peasant and children elves without any warning and, apparently, without any provocation.  Wildlife preservationist groups warn players to not be hasty and that not all elves are trustworthy sources of information, but this reporter isn't going to be visiting any more joyful forests anytime soon (at least, not without some good old fashioned metal around).&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10008</id>
		<title>40d:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10008"/>
		<updated>2007-10-31T18:57:07Z</updated>

		<summary type="html">&lt;p&gt;BDR: Unicorns (further testing of these animals is encouraged, though it may be hazardous to your health)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A preliminary report suggests that, at least in Adventure Mode, these creatures may have taken the initiative to become the new King of Beasts (at least as far as DF is concerned).  While the mighty elephants appear to have had their aggressive tendencies curbed somehow, the unicorn, once as equally peaceful when undisturbed, now appears to have become a predator, attacking peasant and children elves without any warning and, apparently, without any provocation.  Wildlife preservationist groups warn players to not be hasty and that not all elves are trustworthy sources of information, but this reporter isn't going to be visiting any more joyful forests anytime soon (at least, not without some good old fashioned metal around).&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9952</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9952"/>
		<updated>2007-10-31T18:42:31Z</updated>

		<summary type="html">&lt;p&gt;BDR: New link for a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4957</id>
		<title>40d:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4957"/>
		<updated>2007-10-31T18:16:13Z</updated>

		<summary type="html">&lt;p&gt;BDR: ...I hope this links properly...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These little monsters are challenging elephants for the post of King of Beasts. Not only because they can drag a fully grown dwarf into the water and nibble him to death, or because they can stare at your fisherdwarf and send him staggering back into a cliff - but also because your rangers will unload their whole quivers on them, oblivious of nearby animals that can, you know, walk on land.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4956</id>
		<title>40d:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4956"/>
		<updated>2007-10-31T18:14:27Z</updated>

		<summary type="html">&lt;p&gt;BDR: Linking this page to the Animal category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These little monsters are challenging elephants for the post of King of Beasts. Not only because they can drag a fully grown dwarf into the water and nibble him to death, or because they can stare at your fisherdwarf and send him staggering back into a cliff - but also because your rangers will unload their whole quivers on them, oblivious of nearby animals that can, you know, walk on land.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elephant&amp;diff=850</id>
		<title>40d Talk:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elephant&amp;diff=850"/>
		<updated>2007-10-31T18:07:15Z</updated>

		<summary type="html">&lt;p&gt;BDR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I changed the line about cave features, but left the rest alone. Are there any other parts that are no longer accurate in this version?--[[User:BahamutZERO|BahamutZERO]] 15:07, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Someone told me that Toady mentioned he had toned down the elephant aggressivness in one of his daily dev posts, does anyone know anything more about that? I don't want to end up having put up a completely out-of-date article. :P --[[User:BahamutZERO|BahamutZERO]] 15:58, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Elephants seem totally non-agressive now, I don't know if they even defend themselves when attacked. I had a dwarven caravan guard slaughter 3 of them without a single wound, all the elephants did was run even when the dwarf was right next to them.  Of course, the dwarf guards have steel instead of iron now, but still, I think elephants are no longer a real threat. --[[User:BurnedToast|BurnedToast]] 02:55, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Then I think Unicorns may have taken their place; in a way they're even worse because they went about slaughtering a bunch of elves without any provocation at all. --[[User:BDR|BDR]] 14:07, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>BDR</name></author>
	</entry>
</feed>