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	<updated>2026-05-23T09:35:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma-safe&amp;diff=100562</id>
		<title>v0.31:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma-safe&amp;diff=100562"/>
		<updated>2010-04-28T11:52:18Z</updated>

		<summary type="html">&lt;p&gt;Logical2u: /* Magma-safe material */  There's a bug in Obsidian's raws - it has two melting points, one magma safe and the other not - it appears the not magma safe one is preferred!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt, burn or evaporate when in close contact with {{l|magma}}. Most frequently, this comes into play when using {{l|floodgate}}s operated by {{l|mechanism}}s.&lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms from a magma-safe stone, simply ensure that they are the closest available stone to your {{l|mechanic}}, ideally by placing a restricted {{l|stockpile}} around your {{l|mechanic's workshop}}.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a {{l|pressure plate}}), only the first mechanism (attached to the object that will be submerged) need be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using {{l|screw pump}}s to pump the magma over {{l|wall}}-barriers, or using water to form {{l|obsidian}} to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ({{l|Wall}}, {{l|Floor}}, {{l|Ramp}}, and {{l|Stairs}}) of any material can never melt or burn - there is nothing wrong with a {{l|wood}}en magma reservoir.  Natural (but not constructed) {{l|ice}} walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* {{l|Fortification}}s will allow the passage of {{l|magma}}, but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near the magma. They are not affected by fortifications, grates, or even solid walls.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  {{l|Pump}}s are a positive defense, but can change the dynamics of fluid {{l|pressure}}.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), {{l|door}}s, {{l|floodgate}}s, and raised {{l|bridge}}s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* All parts of a {{l|pump}}, except for the passable tile, provided that none of the components are made of wood.  {{l|Glass}} pipes and screws are magma-safe as parts of a pump.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NEED TO RECHECK THIS!&lt;br /&gt;
&lt;br /&gt;
=== Glass ===&lt;br /&gt;
{{l|Glass}} behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass {{l|instrument}}s will melt in magma.  However, glass {{l|furniture}} will not.  So glass {{l|statue}}s, {{l|screw pump}}s, and {{l|floodgate}}s are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
Glass barriers still require magma-proof mechanisms to operate without deconstructing.&lt;br /&gt;
&lt;br /&gt;
   --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes doors, hatches, floodgates, bridges, pumps and mechanisms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Alunite}}|Appear={{Raw Tile|`|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=13,690°U (3722°F/2051°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Anhydrite}}|Appear={{Raw Tile|v|#fff|#ccc}} {{Raw Tile|•|#ccc|#000}}|Temp=12,610°U (2642°F/1450°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Basalt}}|Appear={{Raw Tile|#|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,160°U (2192°F/1200°C)|Notes=often found near/around volcanoes}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Bauxite}}|Appear={{Raw Tile|+|#800|#ccc}} {{Raw Tile|•|#800|#000}}|Temp=13,600°U (3632°F/2000°C)|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Calcite}}|Appear={{Raw Tile|&amp;quot;|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=12,902°U (2934°F/1613°C)|Notes=flux stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Chert}}|Appear={{Raw Tile|&amp;amp;#61;|#880|#ccc}} {{Raw Tile|•|#880|#000}}|Temp=13,101°U (3133°F/1723°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Chromite}}|Appear={{Raw Tile|&amp;amp;#61;|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=13,645°U (3677°F/2026°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Dolomite}}|Appear={{Raw Tile|`|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=16,507°U (6539°F/3619°C)|Notes=flux stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Gabbro}}|Appear={{Raw Tile|▒|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,160°U (2192°F/1200°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Ilmenite}}|Appear={{Raw Tile|.|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,457°U (2489°F/1365°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Kaolinite}}|Appear={{Raw Tile|&amp;amp;#61;|#800|#ccc}} {{Raw Tile|•|#800|#000}}|Temp=13,150°U (3182°F/1751°C)|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Mica}}|Appear={{Raw Tile|v|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,295°U (2327°F/1275°C)|Notes=}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Obsidian}}|Appear={{Raw Tile|▒|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=13,600°U (3632°F/2001°C)|Notes=value 3 stone, volcanic, can be &amp;quot;{{l|obsidian farming|manufactured}}&amp;quot;}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Olivine}}|Appear={{Raw Tile|%|#080|#ccc}} {{Raw Tile|•|#080|#000}}|Temp=13,168°U (3200°F/1761°C)|Notes=green}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Orthoclase}}|Appear={{Raw Tile|%|#ff0|#ccc}} {{Raw Tile|•|#ff0|#000}}|Temp=12,250°U (2282°F/1250°C)|Notes=yellow}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Periclase}}|Appear={{Raw Tile|,|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=15,040°U (5072°F/2803°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Petrified wood}}|Appear={{Raw Tile|%|#f00|#ccc}} {{Raw Tile|•|#f00|#000}}|Temp=12,970°U (3002°F/1650°C)|Notes=light red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Pitchblende}}|Appear={{Raw Tile|*|#808|#ccc}} {{Raw Tile|•|#808|#000}}|Temp=12,070°U (2102°F/1149°C)|Notes=magenta}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Quartzite}}|Appear={{Raw Tile|-|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=12,970°U (3002°F/1650°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Rutile}}|Appear={{Raw Tile|`|#808|#ccc}} {{Raw Tile|•|#808|#000}}|Temp=13,285°U (3214°F/1826°C)|Notes=magenta}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Sandstone}}|Appear={{Raw Tile|#|#880|#ccc}} {{Raw Tile|•|#880|#000}}|Temp=12,070°U (2102°F/1149°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Talc}}|Appear={{Raw Tile|&amp;amp;#124;|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=12,700°U (2732°F/1500°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Adamantine}}|Appear={{Raw Tile|╪|#0ff|#088}} {{Raw Tile|≡|#0ff|#000}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Iron}}|Appear={{Raw Tile|╪|#888|#ccc}} {{Raw Tile|≡|#888|#000}}|Temp=12,768°U (2800°F/1538°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Nickel}}|Appear={{Raw Tile|╪|#ccc|#088}} {{Raw Tile|≡|#ccc|#000}}|Temp=12,619°U (2651°F/1455°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Nickel silver}}|Appear={{Raw Tile|╪|#fff|#ccc}} {{Raw Tile|≡|#fff|#000}}|Temp=12,619°U (2651°F/1455°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Pig iron}}|Appear={{Raw Tile|╪|#888|#ccc}} {{Raw Tile|≡|#888|#000}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Platinum}}|Appear={{Raw Tile|╪|#fff|#ccc}} {{Raw Tile|≡|#fff|#000}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Steel}}|Appear={{Raw Tile|╪|#888|#ccc}} {{Raw Tile|≡|#888|#000}}|Temp=12,718°U (2750°F/1510°C)|Notes=armour/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Cassiterite}}|Appear={{Raw Tile|£|#880|#ccc}} {{Raw Tile|*|#880|#000}}|Temp=12,025°U (2057°F/1124°C)|Notes=tin ore, used in bronze &amp;amp; pewter alloys}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Galena}}|Appear={{Raw Tile|£|#fff|#ccc}} {{Raw Tile|*|#fff|#000}}|Temp=12,005°U (2037°F/1113°C)|Notes=lead/silver ore}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Hematite}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|#800|#ccc}} {{Raw Tile|*|#800|#000}}|Temp=12,736°U (2768°F/1520°C)|Notes=iron ore&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Magnetite}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|~|#888|#ccc}} {{Raw Tile|*|#888|#000}}|Temp=12,768°U (2800°F/1538°C)|Notes=iron ore&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Native platinum}}|Appear={{Raw Tile|£|#fff|#ccc}} {{Raw Tile|*|#fff|#000}}|Temp=13,182°U (3214°F/1768°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''{{l|Sphalerite}}''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|#888|#ccc}} {{Raw Tile|*|#888|#000}}|Temp=&amp;lt;s&amp;gt;''12,133°U (2165°F/1185°C)''&amp;lt;/s&amp;gt;|Notes=zinc ore - '''''See Notes&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl={{l|Raw adamantine}}|Appear={{Raw Tile|£|#0ff|#ccc}} {{Raw Tile|*|#0ff|#000}}|Temp=25,000°U (15,032°F/8333°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Leather|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. Each stone is one of 16 {{L|color scheme|colors}} in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.&lt;br /&gt;
&lt;br /&gt;
:2. '''U&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt;''' = degrees in [[Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at 12,005°U or 55,000°U - they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:3. There are 3 iron ores in the game - of those three, note that only {{l|Limonite}} is ''not'' magma safe.&lt;br /&gt;
&lt;br /&gt;
:4. ''Sphalerite has &amp;quot;no&amp;quot; melting point, but '''boils''' at 12,133°U - further research is necessary in this context - use at your own risk for the time being. This is accurate for the actual mineral, which sublimes at this temperature rather than having a liquid state, but how it behaves in Dwarf Fortress may be unclear.''&lt;br /&gt;
''&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Magma safe materials}}&lt;/div&gt;</summary>
		<author><name>Logical2u</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speech_mods&amp;diff=43570</id>
		<title>Speech mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speech_mods&amp;diff=43570"/>
		<updated>2008-07-20T03:45:00Z</updated>

		<summary type="html">&lt;p&gt;Logical2u: /* scouting_profession */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Speech Mods =&lt;br /&gt;
&lt;br /&gt;
== Description and Details of the Speech Files ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarf Fortress]]' [[Speech]] files determine the exact dialog (mostly in [[adventurer mode]]) between two characters, such as the threats an important enemy will make to you before attacking, or the response when you ask a [[child]] his or her profession. The files may be found in the Dwarf Fortress folder, in the directory &amp;quot;data/speech&amp;quot;. These files are easily modified by adding additional lines of text, one entry per line. Take for instance, the file &amp;quot;positive.txt&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 fantastic!&lt;br /&gt;
 wonderful!&lt;br /&gt;
 I'm thrilled to hear that.&lt;br /&gt;
 I'm pleased to hear that.&lt;br /&gt;
 that is good news.&lt;br /&gt;
 that is wonderful news.&lt;br /&gt;
 this is encouraging.&lt;br /&gt;
 very good.&lt;br /&gt;
 I'm proud of you.&lt;br /&gt;
 that is a good turn of affairs.&lt;br /&gt;
&lt;br /&gt;
A file may also contain a variable in brackets. Instead of displaying the variable, Dwarf Fortress will display its contents (often the age of the speaker, their profession, or someone they killed.) For instance, the file &amp;quot;hist_fig_slayer.txt&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 It is I that felled [CONTEXT:HIST_FIG:TRANS_NAME] the [CONTEXT:HIST_FIG:RACE].&lt;br /&gt;
&lt;br /&gt;
This can be thought of as the speaker saying &amp;quot;It is I that felled (translated name of a historical figure) the (race)&amp;quot;. The result may look like:&lt;br /&gt;
&lt;br /&gt;
 It is I that felled Urist Skyseal the dwarf.&lt;br /&gt;
&lt;br /&gt;
To figure out the exact meaning of the variable(s) involved, it is usually sufficient to see how they are used in the actual game. In other cases, their meaning is obvious by the name of the file and the dialog before or after their usage.&lt;br /&gt;
&lt;br /&gt;
== The Usage of this Page ==&lt;br /&gt;
&lt;br /&gt;
The contents of speech files are to be placed here with the intention of any user adding new possible replies to them as they see fit. Another user may then copy the new dialog to their appropriate files and enrich their [[Dwarf Fortress]] experience. They may also neglect to include entries they do not like, if they should choose.&lt;br /&gt;
&lt;br /&gt;
=== How do I add a new entry? ===&lt;br /&gt;
&lt;br /&gt;
Simply place it at the ''bottom'' of the appropriate table. Be sure to check that your entry isn't already in the table to avoid duplicates. If an entire file is missing from the page, feel free to create the table for it yourself, but please include the default entry or entries along with any you add. Please do not ''remove'' an entry from a file unless it is obviously vandalism. When in doubt, leave a message on the talk page expressing your concern.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that these entries should ''not'' break the fourth wall. As an example, the character speaking should not be aware that they are in a computer game.&lt;br /&gt;
&lt;br /&gt;
= Mods =&lt;br /&gt;
&lt;br /&gt;
== wandering_profession ==&lt;br /&gt;
&lt;br /&gt;
 I wander [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I roam the lands. My travels have taken me all around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I live the life of a nomad in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I am a vagabond. I have wandered [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
== wandering_profession_year ==&lt;br /&gt;
&lt;br /&gt;
 I have wandered [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
 I am a wanderer. I have roamed [CONTEXT:PLACE:TRANS_NAME] for around [CONTEXT:NUMBER] years.&lt;br /&gt;
 I have roamed the land alone for [CONTEXT:NUMBER] years.&lt;br /&gt;
 I have lived a nomadic life in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] years. Where I lay my head is home.&lt;br /&gt;
 I have gone where the wind has taken me for [CONTEXT:NUMBER] years.&lt;br /&gt;
&lt;br /&gt;
== thief_profession ==&lt;br /&gt;
&lt;br /&gt;
 I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I am a treasure hunter and what I find goes to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I do a little of this, a little of that.&lt;br /&gt;
 What I do isn't important.&lt;br /&gt;
 I acquire things that have been lost and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I retrieve trinkets from lost ages.&lt;br /&gt;
&lt;br /&gt;
== thief_profession_year ==&lt;br /&gt;
&lt;br /&gt;
 I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME] and have done so for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
 I am a treasure hunter and what I find goes to [CONTEXT:PLACE:TRANS_NAME]. I've been doing this for about [CONTEXT:NUMBER] years.&lt;br /&gt;
 I do a little of this, a little of that.&lt;br /&gt;
 What I do isn't important.&lt;br /&gt;
 For [CONTEXT:NUMBER] years I have acquired things that have been lost for [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
== scouting_profession ==&lt;br /&gt;
&lt;br /&gt;
 It is my duty to scout the area around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I find danger before it finds us at [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I scout the land around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I know this area like the back of my hand.&lt;br /&gt;
 I watch for the enemy.&lt;br /&gt;
&lt;br /&gt;
== scouting_profession_year ==&lt;br /&gt;
&lt;br /&gt;
 I have been scouting the area around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
 For [CONTEXT:NUMBER] years I have found danger before it has found us at [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I have scouted the land around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] years.&lt;br /&gt;
&lt;br /&gt;
== general ==&lt;br /&gt;
&lt;br /&gt;
 whose bones you now stand on&lt;br /&gt;
 who wore [PRO_POS] entrails around [PRO_POS] neck&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Logical2u</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speech_mods&amp;diff=43569</id>
		<title>Speech mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speech_mods&amp;diff=43569"/>
		<updated>2008-07-20T03:44:05Z</updated>

		<summary type="html">&lt;p&gt;Logical2u: /* thief_profession */ trinkets?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Speech Mods =&lt;br /&gt;
&lt;br /&gt;
== Description and Details of the Speech Files ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarf Fortress]]' [[Speech]] files determine the exact dialog (mostly in [[adventurer mode]]) between two characters, such as the threats an important enemy will make to you before attacking, or the response when you ask a [[child]] his or her profession. The files may be found in the Dwarf Fortress folder, in the directory &amp;quot;data/speech&amp;quot;. These files are easily modified by adding additional lines of text, one entry per line. Take for instance, the file &amp;quot;positive.txt&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 fantastic!&lt;br /&gt;
 wonderful!&lt;br /&gt;
 I'm thrilled to hear that.&lt;br /&gt;
 I'm pleased to hear that.&lt;br /&gt;
 that is good news.&lt;br /&gt;
 that is wonderful news.&lt;br /&gt;
 this is encouraging.&lt;br /&gt;
 very good.&lt;br /&gt;
 I'm proud of you.&lt;br /&gt;
 that is a good turn of affairs.&lt;br /&gt;
&lt;br /&gt;
A file may also contain a variable in brackets. Instead of displaying the variable, Dwarf Fortress will display its contents (often the age of the speaker, their profession, or someone they killed.) For instance, the file &amp;quot;hist_fig_slayer.txt&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 It is I that felled [CONTEXT:HIST_FIG:TRANS_NAME] the [CONTEXT:HIST_FIG:RACE].&lt;br /&gt;
&lt;br /&gt;
This can be thought of as the speaker saying &amp;quot;It is I that felled (translated name of a historical figure) the (race)&amp;quot;. The result may look like:&lt;br /&gt;
&lt;br /&gt;
 It is I that felled Urist Skyseal the dwarf.&lt;br /&gt;
&lt;br /&gt;
To figure out the exact meaning of the variable(s) involved, it is usually sufficient to see how they are used in the actual game. In other cases, their meaning is obvious by the name of the file and the dialog before or after their usage.&lt;br /&gt;
&lt;br /&gt;
== The Usage of this Page ==&lt;br /&gt;
&lt;br /&gt;
The contents of speech files are to be placed here with the intention of any user adding new possible replies to them as they see fit. Another user may then copy the new dialog to their appropriate files and enrich their [[Dwarf Fortress]] experience. They may also neglect to include entries they do not like, if they should choose.&lt;br /&gt;
&lt;br /&gt;
=== How do I add a new entry? ===&lt;br /&gt;
&lt;br /&gt;
Simply place it at the ''bottom'' of the appropriate table. Be sure to check that your entry isn't already in the table to avoid duplicates. If an entire file is missing from the page, feel free to create the table for it yourself, but please include the default entry or entries along with any you add. Please do not ''remove'' an entry from a file unless it is obviously vandalism. When in doubt, leave a message on the talk page expressing your concern.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that these entries should ''not'' break the fourth wall. As an example, the character speaking should not be aware that they are in a computer game.&lt;br /&gt;
&lt;br /&gt;
= Mods =&lt;br /&gt;
&lt;br /&gt;
== wandering_profession ==&lt;br /&gt;
&lt;br /&gt;
 I wander [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I roam the lands. My travels have taken me all around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I live the life of a nomad in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I am a vagabond. I have wandered [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
== wandering_profession_year ==&lt;br /&gt;
&lt;br /&gt;
 I have wandered [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
 I am a wanderer. I have roamed [CONTEXT:PLACE:TRANS_NAME] for around [CONTEXT:NUMBER] years.&lt;br /&gt;
 I have roamed the land alone for [CONTEXT:NUMBER] years.&lt;br /&gt;
 I have lived a nomadic life in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] years. Where I lay my head is home.&lt;br /&gt;
 I have gone where the wind has taken me for [CONTEXT:NUMBER] years.&lt;br /&gt;
&lt;br /&gt;
== thief_profession ==&lt;br /&gt;
&lt;br /&gt;
 I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I am a treasure hunter and what I find goes to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I do a little of this, a little of that.&lt;br /&gt;
 What I do isn't important.&lt;br /&gt;
 I acquire things that have been lost and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I retrieve trinkets from lost ages.&lt;br /&gt;
&lt;br /&gt;
== thief_profession_year ==&lt;br /&gt;
&lt;br /&gt;
 I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME] and have done so for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
 I am a treasure hunter and what I find goes to [CONTEXT:PLACE:TRANS_NAME]. I've been doing this for about [CONTEXT:NUMBER] years.&lt;br /&gt;
 I do a little of this, a little of that.&lt;br /&gt;
 What I do isn't important.&lt;br /&gt;
 For [CONTEXT:NUMBER] years I have acquired things that have been lost for [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
== scouting_profession ==&lt;br /&gt;
&lt;br /&gt;
 It is my duty to scout the area around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I find danger before it finds us at [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I scout the land around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
== scouting_profession_year ==&lt;br /&gt;
&lt;br /&gt;
 I have been scouting the area around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
 For [CONTEXT:NUMBER] years I have found danger before it has found us at [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
 I have scouted the land around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] years.&lt;br /&gt;
&lt;br /&gt;
== general ==&lt;br /&gt;
&lt;br /&gt;
 whose bones you now stand on&lt;br /&gt;
 who wore [PRO_POS] entrails around [PRO_POS] neck&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Logical2u</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29121</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29121"/>
		<updated>2008-07-20T03:36:35Z</updated>

		<summary type="html">&lt;p&gt;Logical2u: New version and light wounds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
&lt;br /&gt;
:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spleen, kidney etc. ==&lt;br /&gt;
&lt;br /&gt;
What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New version and light wounds ==&lt;br /&gt;
&lt;br /&gt;
The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
&lt;br /&gt;
Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
&lt;br /&gt;
[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Logical2u</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27968</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27968"/>
		<updated>2008-06-16T15:35:46Z</updated>

		<summary type="html">&lt;p&gt;Logical2u: Unchained humanoids?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
&lt;br /&gt;
20 tentacle demons, 5 daemons.&lt;br /&gt;
&lt;br /&gt;
Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captives ==&lt;br /&gt;
&lt;br /&gt;
what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unchained humanoids? ==&lt;br /&gt;
&lt;br /&gt;
The article talks about caged/chained humanoids.&lt;br /&gt;
&lt;br /&gt;
Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
&lt;br /&gt;
The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
&lt;br /&gt;
has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Logical2u</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38161</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=38161"/>
		<updated>2008-04-24T22:39:47Z</updated>

		<summary type="html">&lt;p&gt;Logical2u: Adding the Dimensions of Legend. Some interesting areas...&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519&lt;br /&gt;
&lt;br /&gt;
Dimensions: 257x257&lt;br /&gt;
&lt;br /&gt;
OS: Vista (might work on other OS)&lt;br /&gt;
&lt;br /&gt;
[[Image:Islandthingernosiegeyay.png]]&lt;br /&gt;
&lt;br /&gt;
A mini-island formed by several rivers and a lake (You can't see it on the embark screen, but I assure you, it is there). Completely unsiegeable nine months of the year, while still allowing access to Human/Elf traders. You may have to wall off the edges to stay safe in Winter, but on the plus side the Goblins will fall into the lake in the spring.&lt;br /&gt;
&lt;br /&gt;
Aside from that, there's not much else here.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes.&lt;br /&gt;
* '''Sand''': Directly under the lake is some black sand. Try to dig on the highest layer possible to avoid the aquifer.&lt;br /&gt;
* '''Aquifer''': Yes, but for some odd reason there's stone directly above it, and there's usually a stone cluster you can dig through.&lt;br /&gt;
* '''Soil''': Yes, but on the far side of the lake, so it may be easier just to flood some rock if you want a farm.&lt;br /&gt;
* '''Iron''': Haven't seen any, nor have I used reveal to check, but there's lots of Sedimentary rock, so there's a good chance of it.&lt;br /&gt;
* '''Metals''': I've seen a vein of Zinc and some Copper, but again, I haven't Revealed to check the full potential.&lt;br /&gt;
* '''Fuel''': Plenty of trees, and I think there was a vein of coal somewhere.&lt;br /&gt;
* '''Bauxite''': A big cluster on the island. While there's no magma here, you can use this to breach the aquifer.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&lt;br /&gt;
Oh, and there's a lot of rejects. I can't remember how many, it was at least a hundred, maybe two hundred, but most of them are fast rejects. --[[User:Untelligent|Untelligent]] 22:20, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xomlox, The Realm of Typhoons ===&lt;br /&gt;
&lt;br /&gt;
This is a 4x6 location with basically every major resource. Ground is from level 147 to 152. Cliffs are no taller than 2, surroundings are wilderness and temperature is warm.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need an underground lake, you can trim it to 4x5 by taking off the top north side and still get everything else.&lt;br /&gt;
[[Image:Realm of typhoons location.png]]&lt;br /&gt;
* '''Seed''': 3593291792 It has only 1 reject.&lt;br /&gt;
* '''Adamantine''': In the middle east side.&lt;br /&gt;
* '''Magma''': Pipe in the south side from bottom to level 144, not seen from surface.&lt;br /&gt;
* '''River''': Runs from the northeast to the south side.&lt;br /&gt;
* '''Underground lake''': In the north, not seen from surface.&lt;br /&gt;
* '''Chasm''': Yes in the west, not seen from surface.&lt;br /&gt;
* '''Cave''': Named cave called Elbowgloom with an ettin and some giant moles in the west, south of chasm.&lt;br /&gt;
* '''Trees''': More than you'll ever need.&lt;br /&gt;
* '''Sand''': Yes, yellow and black in the northwest.&lt;br /&gt;
* '''Soil''': Yes.&lt;br /&gt;
* '''Iron''': Hematite veins in obsidian.&lt;br /&gt;
* '''Metals''': Ore for every metal except zinc present.&lt;br /&gt;
* '''Flux''': Lots of marble (few levels below sand).&lt;br /&gt;
* '''Fuel''': None, but there are enough trees.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': You can dig an entire fortress in it.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[User:DFD|DFD]] 09:09, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xestsu, The Realm of Enchantments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image: SmataXestsu.jpg]]&lt;br /&gt;
&lt;br /&gt;
This 3x6 location has almost all features the game has to offer.  Here we have magma, a river, a cave river, an underground lake, iron, flux, sand, adamantine, a chasm, and an optional cave.  Cliffs range from 1 to 3. The Temperature is Scorching, the Trees are Woodland, Other Vegetation is Moderate, and the Surroundings are either Calm or Sinister.  If you want a cave with a minotaur you can expand the area two tiles north to make a 5x6 location.  Likewise, if you don't need the underground lake or cave river you can reduce the area by two tiles to the south to make a 2x6 location.&lt;br /&gt;
* '''Seed''': 1321093328 with 3 rejects.&lt;br /&gt;
* '''Adamantine''': In the top left side.&lt;br /&gt;
* '''Magma''': Pipe on the far right on levels 140 to 144 (not seen from surface).&lt;br /&gt;
* '''River''': Runs along left side.&lt;br /&gt;
* '''Underground lake''': On the bottom side of the map.&lt;br /&gt;
* '''Chasm''': On the left, south of the Pits.&lt;br /&gt;
* '''Cave''': (Optional) On the top of the map.  Its name is Osmatgened Aloakon, &amp;quot;Heartdepth the Harmonious Shadows&amp;quot;.&lt;br /&gt;
* '''Trees''': Enough to support full scale steel operation.&lt;br /&gt;
* '''Sand''': Plenty, its the black kind.&lt;br /&gt;
* '''Soil''': A bit in the bottom right of the map.&lt;br /&gt;
* '''Iron''': A great amount scattered around in Hematite veins.&lt;br /&gt;
* '''Metals''': Lots of Copper (Native, Malachite, and Tetrahedrite), Lots of Silver (Native, and Tetrahedrite, Galena), Lots of Gold, some Aluminum, some Lead (Galena), some Tin (Cassiterite), no Bismuth, no Nickel, no Platinum, and no Zinc .&lt;br /&gt;
* '''Flux''': Enourmous amount of Marble.&lt;br /&gt;
* '''Fuel''': None.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': Just what is around the magma.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Sartoris]] 6 March 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adelaanenu, The Wondrous Planet ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Adelaanenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very dangerous site; 2x5 area so it should run well... especially if you kill all the creatures.&lt;br /&gt;
&lt;br /&gt;
This is the smallest I've been able to get a site in the new version while maintaining all the features that I look for: magma, pits, cave river, bauxite, fuel, iron and flux. The only thing missing that I like to have is sand, but the rest of it makes up for it.&lt;br /&gt;
&lt;br /&gt;
Note that this map is on a TERRIFYING biome, and it has a group of cave creatures living near the chasm in the south that will make short work of your dwarves if you let them. Your dwarves may spawn next to these cave creatures, so this site is not recommended for beginning players.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 3988471772 with 67 rejects.&lt;br /&gt;
* '''Adamantine''': In the southwest corner.&lt;br /&gt;
* '''Magma pipe''': Northwest corner; surface of pool is below ground in elevation 146, and runs to bottom of map.&lt;br /&gt;
* '''Cave river''': Surface is slightly to west on elevation 148.&lt;br /&gt;
* '''Chasm''': Visible from surface, southeast corner.&lt;br /&gt;
* '''Trees''': North portion of map. Can grow tower caps underground once cave river has been uncovered.&lt;br /&gt;
* '''Soil''': North portion of map.&lt;br /&gt;
* '''Iron''': Large chunks of magnetite in layer 146, and another big chunk below in layer 142, large veins of hematite in several layers.&lt;br /&gt;
* '''Metals''': LARGE Platinum vein through magnetite on layer 146 and other small deposits, Copper (Native and Tetrahedrite), Silver (Galena), Gold, Aluminum, Lead (Galena), no Tin, no Bismuth, no Nickel, and no Zinc .&lt;br /&gt;
* '''Flux''': Seven layers of chalk in northern part of map.&lt;br /&gt;
* '''Fuel''': Elevation 140, west of magma pipe (from very west edge of map to very north edge of map).&lt;br /&gt;
* '''Bauxite''': 142 and 145, right and left sides of magma pipe.&lt;br /&gt;
* '''Obsidian''': Around magma pipe.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Bharani]] March 7 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Everlasting Dimensions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:1868528756.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty full-packed location. It has Adamantine, a magma vent and pool, a cave river and lake with dozens of critters within, a chasm, a complex cave system, which is 10 z-levels deep (packed full of critters and inhabited by a Dragon), marble for flux, hematite for iron (accessible from the surface), sand and some sparse trees.&lt;br /&gt;
&lt;br /&gt;
If you don't need the magma vent and don't need as many chasm tiles, you can get away with a 4x3 map. The world should be pretty fast to generate...has only a few rejects, IIRC.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. Disadvantages are a possible lack of iron ores, since most of the stone is either [[Gabbro]] or [[metamorphic layer|metamorphic]] and the chalk doesn't seem to be rich of them. Good chance of gems, though. Also be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
The entire right quarter of this map is evil mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). [[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;/div&gt;</summary>
		<author><name>Logical2u</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DimensionsOfLegend_3.JPG&amp;diff=40961</id>
		<title>File:DimensionsOfLegend 3.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DimensionsOfLegend_3.JPG&amp;diff=40961"/>
		<updated>2008-04-24T22:32:36Z</updated>

		<summary type="html">&lt;p&gt;Logical2u: ScreenCap of starting screen for 3rd interesting location of Dimensions of Legend.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ScreenCap of starting screen for 3rd interesting location of Dimensions of Legend.&lt;/div&gt;</summary>
		<author><name>Logical2u</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DimensionsOfLegend_2.JPG&amp;diff=40960</id>
		<title>File:DimensionsOfLegend 2.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DimensionsOfLegend_2.JPG&amp;diff=40960"/>
		<updated>2008-04-24T22:32:07Z</updated>

		<summary type="html">&lt;p&gt;Logical2u: ScreenCap of starting screen for 2nd interesting location of Dimensions of Legend.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ScreenCap of starting screen for 2nd interesting location of Dimensions of Legend.&lt;/div&gt;</summary>
		<author><name>Logical2u</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DimensionsOfLegend_1.JPG&amp;diff=40959</id>
		<title>File:DimensionsOfLegend 1.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DimensionsOfLegend_1.JPG&amp;diff=40959"/>
		<updated>2008-04-24T22:31:37Z</updated>

		<summary type="html">&lt;p&gt;Logical2u: ScreenCap of starting screen for 1st interesting location of Dimensions of Legend.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ScreenCap of starting screen for 1st interesting location of Dimensions of Legend.&lt;/div&gt;</summary>
		<author><name>Logical2u</name></author>
	</entry>
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