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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Noctis</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-11T21:55:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Climate&amp;diff=34958</id>
		<title>40d Talk:Climate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Climate&amp;diff=34958"/>
		<updated>2008-01-14T20:29:05Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Freezing or *FREEZING*, that is the question!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a map in a freezing biome, but the water still thaws for ca 2 months during summer. The map area overlaps a cold area as well, which thaws for the whole summer and a bit more. Might it be that forest/grassland freezing is different from a tundra/glacier freezing? Or perhaps the overlapping different temperatures are the cause? I haven't got much experience with these starting points since they're a bit rare and I usually prefer a mountainous area, which seems to act a bit differently too. Any ideas? [[User:Noctis|Noctis]] 15:29, 14 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=73</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=73"/>
		<updated>2008-01-13T13:33:22Z</updated>

		<summary type="html">&lt;p&gt;Noctis: New Quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#00f|&lt;br /&gt;
  &amp;lt;p&amp;gt;'''The latest Dwarf Fortress version is v0.27.169.33g, released 21st December 2007'''&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;Please ensure that all information added is ''accurate for the new version''. The&lt;br /&gt;
  [http://archive.dwarffortresswiki.net/index.php/Main_Page archive of the old wiki] is still available.&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious schools of [[carp]].&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;- &amp;quot;Ironically enough, tossing coins is among the most effective forms of combat.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;witdh: 33%&amp;quot; | * [[Your first fortress]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds|Seeds and Pregenerated Worlds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | * [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] (older)&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
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| style=&amp;quot;witdh: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
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| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18964</id>
		<title>User:Noctis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18964"/>
		<updated>2008-01-06T18:04:18Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Clean up!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Oi! ==&lt;br /&gt;
&lt;br /&gt;
Noctis has a fixed happy mood, unless he is saddened about the state of affairs. He is deeply concerned about international liberty. He saw a good socially critical film. He was annoyed by a confining school system. He had a fine drink recently. He complained about muddy and frozen gravel roads. He saw the first snow fall. He no-lifed Dwarf Fortress for a week. He has been quite tired. He rejoiced the release of a new Dwarf Fortress version. He played a good RPG. He is concerned about international liberty. He enjoyed the school break.&lt;br /&gt;
&lt;br /&gt;
Noctis likes story-heavy RPGs, complex Computer Games, Silver, Iron, Steel, Obsidian, Protest Songs, Heavy Metal, Hardcore Punk, Folk Metal, Blood Red and Midnight Black. When possible, he prefers to consume Kvass, Kama and home-brewed Wine. He absolutely detests violence.&lt;br /&gt;
&lt;br /&gt;
He can't be bothered with frantic, fast-paced living. He is relaxed. He loves a good thrill. He finds helping others very rewarding. He almost never becomes angry. He has a calm demeanor. He does not have a great aesthetic sensitivity. He can be very happy and optimistic. He dislikes confrontations. He is often sad and dejected. He hates rules, contracts and other confining elements in his life. He likes to try new things. He prefers to be alone. He is bored by reality and has a wonderful imagination. He occasionally overindulges. He loves new and fresh ideas. He is put off by authority and tradition. He loves to defy convention. Others think he revels in chaos and disorder. He is disorganized. He generally is very straightforward with others. He is slow to trust others. He is compassionate and feels the pain of others. He takes time when making decisions. He likes working indoors and enjoys inclement weather.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26831</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26831"/>
		<updated>2007-12-31T12:51:47Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Value of ICE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14891</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=14891"/>
		<updated>2007-12-29T18:56:31Z</updated>

		<summary type="html">&lt;p&gt;Noctis: /* Multiple Continents and STUFF! */  Nuff!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mountain&amp;diff=21407</id>
		<title>40d Talk:Mountain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mountain&amp;diff=21407"/>
		<updated>2007-12-29T18:28:01Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wait, wait... cave rivers are exclusive to mountains?? --[[User:Tarsier|Tarsier]] 19:48, 5 November 2007 (EST)&lt;br /&gt;
:Huh, I'm certain that I've seen cave rivers, lakes and chasms below hills and forests, so I really don't think they're unique to mountains. [[User:Noctis|Noctis]] 04:43, 9 December 2007 (EST)&lt;br /&gt;
::Seems like I was wrong according to the Regional Prospector. Nuff... [[User:Noctis|Noctis]] 13:28, 29 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14889</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=14889"/>
		<updated>2007-12-28T20:40:54Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Nuthing to see here, move along...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Material_size&amp;diff=33137</id>
		<title>40d Talk:Material size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Material_size&amp;diff=33137"/>
		<updated>2007-12-22T13:03:56Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the raw material requirement rounded up or down?  What if it is less than 3?&lt;br /&gt;
[[User:Javiskefka|Javiskefka]] 18:36, 21 December 2007 (EST)&lt;br /&gt;
:Don't metal flasks have material size 1?--[[User:Another|Another]] 06:28, 22 December 2007 (EST)&lt;br /&gt;
::A lot of items have lower than 3 material values. Material values are always rounded up, with a minimum of 3, for the purpose of making items, but when smelting metal items, the exact value is used for calculating, how much metal it'll yield. At least that what I've understood of the matter. [[User:Noctis|Noctis]] 08:03, 22 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24843</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24843"/>
		<updated>2007-12-22T10:18:06Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18794</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18794"/>
		<updated>2007-12-22T10:11:39Z</updated>

		<summary type="html">&lt;p&gt;Noctis: low and high boots have no armor level differences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor''' is a class of clothing items that your dwarves can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].&lt;br /&gt;
&lt;br /&gt;
Depending on the type and material, different dwarves with specific skills are needed to make armor.  While clothes aren't necessarily armor, they do offer limited protection.  Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]].  Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor.  Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armour that multiplies the effectiveness of the item.&lt;br /&gt;
&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has also [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
== Assigning Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a dwarf to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt, which is often undesirable.  Hunters do not appear to use bucklers or shields, so it may be advantageous to give them two melee weapons if you do not plan on having them use a crossbow.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather [[cap]]&lt;br /&gt;
| metal [[cap]] and/or [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| glove&lt;br /&gt;
| gauntlet&lt;br /&gt;
| gauntlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creating plate mails requires three [[bar]]s of metal. Chain mails and greaves require two bars. All other metal armors require one bar. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires five leather pieces to manufacture, a full suit of chain armor requires seven metal bars, and a full suit of plate armor requires eight metal bars. This does not include shields.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and bucklers come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile Marksdwarves, but are assumed to provide less protection{{verify}}. Dwarves can also equip both a shield and buckler at the same time.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31818</id>
		<title>40d Talk:Department of Dwarven Veteran's Affairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31818"/>
		<updated>2007-12-11T14:49:21Z</updated>

		<summary type="html">&lt;p&gt;Noctis: New page: Genius! A masterwork idea! ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Genius! A masterwork idea! [[User:Noctis|Noctis]] 09:49, 11 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mountain&amp;diff=21406</id>
		<title>40d Talk:Mountain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mountain&amp;diff=21406"/>
		<updated>2007-12-09T09:43:38Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Duh, forgot the singnature thingy...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wait, wait... cave rivers are exclusive to mountains?? --[[User:Tarsier|Tarsier]] 19:48, 5 November 2007 (EST)&lt;br /&gt;
:Huh, I'm certain that I've seen cave rivers, lakes and chasms below hills and forests, so I really don't think they're unique to mountains. [[User:Noctis|Noctis]] 04:43, 9 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mountain&amp;diff=21405</id>
		<title>40d Talk:Mountain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mountain&amp;diff=21405"/>
		<updated>2007-12-09T09:43:05Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wait, wait... cave rivers are exclusive to mountains?? --[[User:Tarsier|Tarsier]] 19:48, 5 November 2007 (EST)&lt;br /&gt;
:Huh, I'm certain that I've seen cave rivers, lakes and chasms below hills and forests, so I really don't think they're unique to mountains.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18963</id>
		<title>User:Noctis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18963"/>
		<updated>2007-12-08T22:27:07Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Update #4: Sleepies... Will be continued.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Oi! ==&lt;br /&gt;
&lt;br /&gt;
Noctis has a fixed happy mood, unless he is saddened about the state of affairs. He is deeply concerned about international liberty. He saw a good socially critical film. He was annoyed by a confining school system. He had a fine drink recently. He complained about muddy and frozen gravel roads. He saw the first snow fall. He no-lifed Dwarf Fortress for a week. He has been quite tired. He rejoiced the release of a new Dwarf Fortress version. He played a good RPG. He is concerned about international liberty. He enjoyed the school break.&lt;br /&gt;
&lt;br /&gt;
Noctis likes story-heavy RPGs, complex Computer Games, Silver, Iron, Steel, Obsidian, Protest Songs, Heavy Metal, Hardcore Punk, Folk Metal, Blood Red and Midnight Black. When possible, he prefers to consume Kvass, Kama and home-brewed Wine. He absolutely detests violence.&lt;br /&gt;
&lt;br /&gt;
He can't be bothered with frantic, fast-paced living. He is relaxed. He loves a good thrill. He finds helping others very rewarding. He almost never becomes angry. He has a calm demeanor. He does not have a great aesthetic sensitivity. He can be very happy and optimistic. He dislikes confrontations. He is often sad and dejected. He hates rules, contracts and other confining elements in his life. He likes to try new things. He prefers to be alone. He is bored by reality and has a wonderful imagination. He occasionally overindulges. He loves new and fresh ideas. He is put off by authority and tradition. He loves to defy convention. Others think he revels in chaos and disorder. He is disorganized. He generally is very straightforward with others. He is slow to trust others. He is compassionate and feels the pain of others. He takes time when making decisions. He likes working indoors and enjoys inclement weather.&lt;br /&gt;
&lt;br /&gt;
== Forties!! ==&lt;br /&gt;
&lt;br /&gt;
My current fort is a rather nice gem. It has a thick forest just at the steps of a joyous wild mountain, which is flanked by a steam and has enough lakes to keep 10 proficient fishers busy for the whole year. Within the the mountain there are 2 pit-like chasm and a underground magma lake. Outside, hidden in the forest, is a open magma vent, the resting place of the first trade caravan. All the stone layers are represented and a flux is also available. It's even got gabbro, meaning it likely has diamonds. Only thing it lacks are the daemon pits. An almost perfect starting position.&lt;br /&gt;
&lt;br /&gt;
Argh! Scrap that... Perfect starts aren't as interesting as they might seem at first glance. Yeah, some imps wrecked a caravan and some heavy industry was brewing, but thats about it. Not to mention that the FPS went never above 15. Since there are no decent goblin sieges to pit your military against and the occasional mega-bests are somewhat disappointing, there's really no thrill in building on such places. And that brings us to..&lt;br /&gt;
&lt;br /&gt;
=== Asënnîles ===&lt;br /&gt;
&lt;br /&gt;
... or in the common tounge &amp;quot;Gravelstrap&amp;quot;. Such a fitting name it is. It is founded upon a steep mountain side, within a hidden terrifying swampy valley. Mudmen hold these lands as their own and never has a foot of any civilized folk stepped on these lands. Fittingly the topmost layer of rock is mudstone. However, one should not let themselves be mislead by this. Even though mud is abundant in these lands, water is not and one can not drink mud. Once this valley might have been a lake, but now it is a decaying corpse of it's former glory, only a withering freezing waste. Here everything is either turned into a shade of gray by the lifeless ice and a muddy corruption of snow or it is brown like the dead trees, grass, bushes and the never-ending mud of this land. Only the dark vastly steep cliffs of the mountain side and the settlers themselves are in contrast to the the depressing countryside.&lt;br /&gt;
&lt;br /&gt;
Those pioneers must truly be fearless to dread build a settelment in such a place, or are they? What drives souls to such an act? Desperation... The Kingdom of Mishthemshaligzuglar is enflamed by the endless wars with the goblin clans from all sides and at the same time it's rulers have given themselves to tyranny. The border fortresses are burning and at the same time the tyrants force their people to craft them trinkets day and night, barring any help to the outlaying lands. Forced from their homes by invaders and their own kin alike, these lost souls made their way through a shadowy grassland and made a difficult trek over the vast mountain range of the northern tundra, until they finally had to settle on the slopes of this sickening valley. Many brave comrades were lost to the perils of their journey and now their supplies are running dangerously low.&lt;br /&gt;
&lt;br /&gt;
First year of any settlement is a rough one, but here, on the steep slopes of the ever-freezing mountains, it can easily be fatal. A woodsman among the party quickly assessed the situtation: &amp;quot;I have seen hideous monstrosities mindlessly crawl around the base of the cliff, resembling snails and slugs while mocking the human form. At the same time a seemingly bottomless chasm separates these massive cliffs from their bases and often have we run from the horrid batlike ogres that swarm like flies from it's depths. However unattractive those obstacles might seem, we still need to cross them. Without the trees and farmable land on the other side, we cannot dream to survive. It seems that the only option is to dig...&amp;quot; &amp;quot;Dig?!?&amp;quot; sounded the astonished and ignorant response from the selfcentered and snobbish apprentice jeweler, who might've been the most useless member of their group. Still, dig they did. After securing the contents of their last remaining wagon and dismantling it, two of them wielded the copper pick they &amp;quot;salvaged&amp;quot; from their hometowns and dug deep. Others followed, mainly because of the fear of the monsters outside.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30222</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30222"/>
		<updated>2007-12-01T11:02:50Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Dwarven fact: dwarven women never give birth to legendary babies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Charcoal&amp;diff=28943</id>
		<title>40d Talk:Charcoal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Charcoal&amp;diff=28943"/>
		<updated>2007-11-24T06:45:45Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone wonder why you can make buildings out of charcoal? [[User:Madmadmadmage|Madmadmadmage]] 00:28, 24 November 2007 (EST)&lt;br /&gt;
:Probably a bug, just like ash and potash. [[User:Noctis|Noctis]] 01:45, 24 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17698</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17698"/>
		<updated>2007-11-24T06:43:18Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Step closer and get your -&amp;lt;&amp;lt;+steel cage+&amp;gt;&amp;gt;- today!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22985</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22985"/>
		<updated>2007-11-22T13:38:47Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Q&amp;amp;A&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable metamorphic, sedimentary and igneous extrusive only gems. Since those layers never reach the necessary depth. It also means that more valuable metamorphic, sedimentary and igneous extrusive only gems are a lot more rarer than their igneous intrusive counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;br /&gt;
:Whoops! I messed up the layers! Fixed it. Oh, and the rarity of a gem seems to be dependent on it's value. [[User:Noctis|Noctis]] 08:58, 21 November 2007 (EST)&lt;br /&gt;
:Have you tried maps with steep cliffs? [[User:VengefulDonut|VengefulDonut]] 14:37, 21 November 2007 (EST)&lt;br /&gt;
::I haven't run tests on steeper than 4 Z-level cliffs, but from what I gather, the maximum rarity of gems available at the any given depth is calculated based on the relative depth not absolute depth. Meaning that, wherever you are, you need to dig the same amount of Z-levels to reach any specific rarity of gems. It's the same as stone layers. If there's a cliff within a biome, then the underlaying layers will begin at a higher Z-level below the cliff, depending on high the cliff is. I hope, that I'm not too confusing here... [[User:Noctis|Noctis]] 08:38, 22 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24127</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24127"/>
		<updated>2007-11-21T20:04:30Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Q&amp;amp;A&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
 i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;br /&gt;
&lt;br /&gt;
:Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18962</id>
		<title>User:Noctis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18962"/>
		<updated>2007-11-21T19:58:48Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Update #3 - copy paste errors!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Oi! ==&lt;br /&gt;
&lt;br /&gt;
Noctis has a fixed happy mood, unless he is saddened about the state of affairs. He is deeply concerned about international liberty. He saw a good socially critical film. He was annoyed by a confining school system. He had a fine drink recently. He complained about muddy and frozen gravel roads. He saw the first snow fall. He no-lifed Dwarf Fortress for a week. He has been quite tired. He rejoiced the release of a new Dwarf Fortress version. He played a good RPG. He is concerned about international liberty. He enjoyed the school break.&lt;br /&gt;
&lt;br /&gt;
Noctis likes story-heavy RPGs, complex Computer Games, Silver, Iron, Steel, Obsidian, Protest Songs, Heavy Metal, Hardcore Punk, Folk Metal, Blood Red and Midnight Black. When possible, he prefers to consume Kvass, Kama and home-brewed Wine. He absolutely detests violence.&lt;br /&gt;
&lt;br /&gt;
He can't be bothered with frantic, fast-paced living. He is relaxed. He loves a good thrill. He finds helping others very rewarding. He almost never becomes angry. He has a calm demeanor. He does not have a great aesthetic sensitivity. He can be very happy and optimistic. He dislikes confrontations. He is often sad and dejected. He hates rules, contracts and other confining elements in his life. He likes to try new things. He prefers to be alone. He is bored by reality and has a wonderful imagination. He occasionally overindulges. He loves new and fresh ideas. He is put off by authority and tradition. He loves to defy convention. Others think he revels in chaos and disorder. He is disorganized. He generally is very straightforward with others. He is slow to trust others. He is compassionate and feels the pain of others. He takes time when making decisions. He likes working indoors and enjoys inclement weather.&lt;br /&gt;
&lt;br /&gt;
== Forties!! ==&lt;br /&gt;
&lt;br /&gt;
My current fort is a rather nice gem. It has a thick forest just at the steps of a joyous wild mountain, which is flanked by a steam and has enough lakes to keep 10 proficient fishers busy for the whole year. Within the the mountain there are 2 pit-like chasm and a underground magma lake. Outside, hidden in the forest, is a open magma vent, the resting place of the first dwarven trade caravan. All the stone layers are represented and a flux is also available. It's even got gabbro, meaning it likely has diamonds. Only thing it lacks are the daemon pits. An almost perfect starting position.&lt;br /&gt;
&lt;br /&gt;
I'll update, when something interesting happens.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18961</id>
		<title>User:Noctis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18961"/>
		<updated>2007-11-21T19:57:17Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Update #2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Oi! ==&lt;br /&gt;
&lt;br /&gt;
Noctis has a fixed happy mood, unless he is saddened about the state of affairs. He is deeply concerned about international liberty. He saw a good socially critical film. He was annoyed by a confining school system. He had a fine drink recently. He complained about muddy and frozen gravel roads. He saw the first snow fall. He no-lifed Dwarf Fortress for a week. He has been quite tired. He rejoiced the release of a new Dwarf Fortress version. He played a good RPG. He is concerned about international liberty. He enjoyed the school break.&lt;br /&gt;
&lt;br /&gt;
Noctis likes story-heavy RPGs, complex Computer Games, Silver, Iron, Steel, Obsidian, Protest Songs, Heavy Metal, Hardcore Punk, Folk Metal, Blood Red and Midnight Black. When possible, he prefers to consume Kvass, Kama and home-brewed Wine. He absolutely detests violence.&lt;br /&gt;
&lt;br /&gt;
He can't be bothered with frantic, fast-paced living. He is relaxed. He loves a good thrill. He finds helping others very rewarding. He almost never becomes angry. He has a calm demeanor. He does not have a great aesthetic sensitivity. He can be very happy and optimistic. He dislikes confrontations. He is often sad and dejected. He hates rules, contracts and other confining elements in his life. He likes to try new things. He prefers to be alone. He is bored by reality and has a wonderful imagination. He occasionally overindulges. He loves new and fresh ideas. He is put off by authority and tradition. He loves to defy convention. Others think he revels in chaos and disorder. He is disorganized. He generally is very straightforward with others. He is slow to trust others. He is compassionate and feels the pain of others. He takes time when making decisions.&lt;br /&gt;
&lt;br /&gt;
== Forties!! ==&lt;br /&gt;
&lt;br /&gt;
My current fort is a rather nice gem. It has a thick forest just at the steps of a joyous wild mountain, which is flanked by a steam and has enough lakes to keep 10 proficient fishers busy for the whole year. Within the the mountain there are 2 pit-like chasm and a underground magma lake. Outside, hidden in the forest, is a open magma vent, the resting place of the first dwarven trade caravan. All the stone layers are represented and a flux is also available. It's even got gabbro, meaning it likely has diamonds. Only thing it lacks are the daemon pits. An almost perfect starting position. He likes working indoors and enjoys inclement weather.&lt;br /&gt;
&lt;br /&gt;
I'll update, when something interesting happens.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metamorphic_layer&amp;diff=22885</id>
		<title>40d Talk:Metamorphic layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metamorphic_layer&amp;diff=22885"/>
		<updated>2007-11-21T19:13:27Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;todo: pretty tables&lt;br /&gt;
&lt;br /&gt;
Any plan to explain what a metamorphic layer might be or mean? I'm clueless. --[[User:Eagle of Fire|Eagle of Fire]] 21:49, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It shows. http://en.wikipedia.org/wiki/Metamorphic_rock -- [[User:Zaratustra|Zaratustra]] 01:03, 21 November 2007 (EST)&lt;br /&gt;
::... And the use of this page, then, is..? --[[User:Eagle of Fire|Eagle of Fire]] 01:59, 21 November 2007 (EST)&lt;br /&gt;
:::Well, DF distinguishes between metamorphic, sedimentary, igneous extrusive and igneous intrusive layers. Those are the white, black and gray(metamorphic and igneous intrusive) stone types in the lower right corner of the starting menu. These layers have their own unique set of available minerals, ores and gems. This page just lists the properties of the metamorphic layer. If you exclude marble(being a flux), then the metamorphic rocks are the most unimportant ones. Maybe we should make a unified page for all the layers? [[User:Noctis|Noctis]] 08:52, 21 November 2007 (EST)&lt;br /&gt;
::::I believe that layers are notable enough in DF to warrant their own articles. Understanding the geology of DF makes a huge difference in hunting for a start location, which many people complain is too hard [[User:VengefulDonut|VengefulDonut]] 13:02, 21 November 2007 (EST)&lt;br /&gt;
:::::Nice edit, but are separate pages for all of the layer justified? If they all were all covered by one article and there was a unified table listing all the minerals, gems and ores that are found in each layer, it would be alot easier to compare and understand their differences. Also, marble in my experience is not that much easier to find within the proximity of a magma vent, since igneous extrusive layers can occupy the slot for the metaphoric layer and even if there is a metamorphic layer it can be one of the other 5 types. It is very possible to find areas where a limestone, dolomite or chalk sedimentary layer biome borders a biome with a magma vent. Besides, the sedimentary layer would be more desirable, since it can contain magnetite and other iron ores, which the metaphoric layer lacks. Honestly, it's basically a choice between copper or a lot more iron. [[User:Noctis|Noctis]] 14:13, 21 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Statue&amp;diff=28051</id>
		<title>40d Talk:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Statue&amp;diff=28051"/>
		<updated>2007-11-21T18:48:44Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Remember kids: a statue in every room, keeps the tantrum away.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know the base value of a statue?&lt;br /&gt;
:Off the top of my head, it should be 25. [[User:Noctis|Noctis]] 13:48, 21 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Native_platinum&amp;diff=25217</id>
		<title>40d Talk:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Native_platinum&amp;diff=25217"/>
		<updated>2007-11-21T15:40:59Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Found as veins? ==&lt;br /&gt;
&lt;br /&gt;
Although I've found native platinum in small clusters quite a few times, on my current fortress map I've found native platinum in small and average sized veins within dolomite and magnetite more than once. So, does native platinum occur as veins as well? Could someone conform this? I don't think I'm gonna start a new fortress for some time. Think about all those riches... [[User:Noctis|Noctis]] 03:22, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Platinum can occur in veins inside bodies of [[magnetite]] or [[olivine]].  Magnetite is found pretty much anywhere, olivine is found in [[gabbro]]. --[[User:JT|JT]] 07:02, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks! I've corrected the article. [[User:Noctis|Noctis]] 10:40, 21 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Native_platinum&amp;diff=8324</id>
		<title>40d:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Native_platinum&amp;diff=8324"/>
		<updated>2007-11-21T15:38:13Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Added a few tips and made the article reflect the fact that it can be found as veins in magnetite and olivine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Native platinum|tile=£|color=#fff&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[platinum]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Olivine]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
* [[Chromite]]&lt;br /&gt;
* Found as small clusters and veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 40}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
&lt;br /&gt;
Ore for one of the most valuable metals available, second only to [[Adamantine]]. It's high material value makes it a convenient material for high value rooms for nobles. Especially so, since mining it still leaves a valuable platinum floor.&lt;br /&gt;
&lt;br /&gt;
Platinum can occur in veins inside bodies of [[magnetite]] or [[olivine]] and as small cluster within [[chromite]] and alluvial [[soil]].&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Marble&amp;diff=8620</id>
		<title>40d:Marble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Marble&amp;diff=8620"/>
		<updated>2007-11-21T14:14:14Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Marble|tile=▓|color=#FFF|basic_color=#FFF&lt;br /&gt;
|Uses=&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Metamorphic layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Sphalerite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Graphite]]&lt;br /&gt;
* Periclase&lt;br /&gt;
* Rutile&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Orthoclase&lt;br /&gt;
* Microline&lt;br /&gt;
* Mica&lt;br /&gt;
* [[Calcite]]}}&lt;br /&gt;
&lt;br /&gt;
Marble, being a metamorphic rock, is of little interest to the average dwarf, since metamorphic rocks only contain the ores of copper, lead, zinc and lower quality ores of silver. However, what puts marble over your average metamorphic rock, is the fact that it can be used as a flux for making steel. In real life marble is usually considered valuable, but in Dwar Fortress it is no more valuable than any other normal rock.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22983</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22983"/>
		<updated>2007-11-21T13:58:10Z</updated>

		<summary type="html">&lt;p&gt;Noctis: This is a Talk Page. It menaces with spikes of Messed-up Stonelayers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable metamorphic, sedimentary and igneous extrusive only gems. Since those layers never reach the necessary depth. It also means that more valuable metamorphic, sedimentary and igneous extrusive only gems are a lot more rarer than their igneous intrusive counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;br /&gt;
:Whoops! I messed up the layers! Fixed it. Oh, and the rarity of a gem seems to be dependent on it's value. [[User:Noctis|Noctis]] 08:58, 21 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metamorphic_layer&amp;diff=22882</id>
		<title>40d Talk:Metamorphic layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metamorphic_layer&amp;diff=22882"/>
		<updated>2007-11-21T13:52:24Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Metamorhpic Golems bashes Ignorance with a XXMarble StickXX in the head. It is battered!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;todo: list of gems, ores, and stones present in the layer&lt;br /&gt;
&lt;br /&gt;
Any plan to explain what a metamorphic layer might be or mean? I'm clueless. --[[User:Eagle of Fire|Eagle of Fire]] 21:49, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It shows. http://en.wikipedia.org/wiki/Metamorphic_rock -- [[User:Zaratustra|Zaratustra]] 01:03, 21 November 2007 (EST)&lt;br /&gt;
::... And the use of this page, then, is..? --[[User:Eagle of Fire|Eagle of Fire]] 01:59, 21 November 2007 (EST)&lt;br /&gt;
:::Well, DF distinguishes between metamorphic, sedimentary, igneous extrusive and igneous intrusive layers. Those are the white(metamorphic, sedimentary), black and gray stone types in the lower right corner of the starting menu. These layers have their own unique set of available minerals, ores and gems. This page just lists the properties of the metamorphic layer. If you exclude marble(being a flux), then the metamorphic rocks are the most unimportant ones. Maybe we should make a unified page for all the layers? [[User:Noctis|Noctis]] 08:52, 21 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22982</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=22982"/>
		<updated>2007-11-20T18:29:37Z</updated>

		<summary type="html">&lt;p&gt;Noctis: USB zaps HID. Human Interface Device has been struck down!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable sedimentary and igneous only gems. Since those layers never reach the necessary depth. It also means that more valuable sedimentary and igneous only gems are a lot more rarer than their metamorphic counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tallow&amp;diff=27156</id>
		<title>40d Talk:Tallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tallow&amp;diff=27156"/>
		<updated>2007-11-18T19:04:40Z</updated>

		<summary type="html">&lt;p&gt;Noctis: This is a Talk Page. It menaces with spikes of Tallow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Need something here.&lt;br /&gt;
&lt;br /&gt;
Is it editable? I think my dwarves have cooked it, but can it be eaten raw? [[User:Noctis|Noctis]] 14:04, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Easter_eggs&amp;diff=24089</id>
		<title>40d:Easter eggs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Easter_eggs&amp;diff=24089"/>
		<updated>2007-11-11T09:58:40Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Added an &amp;quot;easter egg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a list of hidden or unexpected aspects of the game.&lt;br /&gt;
&lt;br /&gt;
=== Fluctuating Subtitle ===&lt;br /&gt;
When starting up the game, on the title screen where the player first chooses what to do, the top reads:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Slaves to Armok: God of Blood&lt;br /&gt;
Chapter 2: Dwarf Fortress&lt;br /&gt;
Histories of ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
'...' will be generated each time the game is opened. Some combinations include &amp;quot;Histories of Avarice and Resourcefulness&amp;quot; and &amp;quot;Histories of Jealousy and Tenacity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Daydreams ===&lt;br /&gt;
 &lt;br /&gt;
Some dwarves like Toads for their beauty, an obvious reference to the most beautiful person ever to walk the earth: Toady One.&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25241</id>
		<title>40d Talk:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25241"/>
		<updated>2007-11-11T08:26:19Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Raw material values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think raw materials have a value of 0 anymore. Raw stone for an example seems to have a base value of 3*. [[User:Noctis|Noctis]] 03:26, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Native_platinum&amp;diff=25215</id>
		<title>40d Talk:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Native_platinum&amp;diff=25215"/>
		<updated>2007-11-11T08:22:54Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Does it occur as veins?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Found as veins? ==&lt;br /&gt;
&lt;br /&gt;
Although I've found native platinum in small clusters quite a few times, on my current fortress map I've found native platinum in small and average sized veins within dolomite and magnetite more than once. So, does native platinum occur as veins as well? Could someone conform this? I don't think I'm gonna start a new fortress for some time. Think about all those riches... [[User:Noctis|Noctis]] 03:22, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wagon_(embark)&amp;diff=24549</id>
		<title>40d Talk:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wagon_(embark)&amp;diff=24549"/>
		<updated>2007-11-09T16:11:25Z</updated>

		<summary type="html">&lt;p&gt;Noctis: New page: == Cliff climbing wagons? ==  Alright. I'm just playing a great map with a open magma vent hell'uva lot of magnetite, when some humans arrived. I had long prepared my self for their precio...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cliff climbing wagons? ==&lt;br /&gt;
&lt;br /&gt;
Alright. I'm just playing a great map with a open magma vent hell'uva lot of magnetite, when some humans arrived. I had long prepared my self for their precious wagons and had rebuilt the whole path leading to my main entrance, where my trade depots are. At the beginning they were somewhat chaotic in their pathfinding, but I was just clearing some trees to make access to my depots more direct, so I wrote that off as an oddity relating to that. However, soon I noticed that the wagons were following their old path. The thing is, I had dug out the old ramps leading to my entrance, so that the old path was no longer usable. Strangely enough it didn't bother the wagons. They simply climbed the cliffs and acted like it was totally normal for wagons to climb 90* cliffs. Freaky... At least no good were lost or damaged and those damned Fire Imps didn't put em on fire! Ugh... Hate those buggers. [[User:Noctis|Noctis]] 11:11, 9 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3191</id>
		<title>40d:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3191"/>
		<updated>2007-11-04T14:47:38Z</updated>

		<summary type="html">&lt;p&gt;Noctis: made bars direct to the new bars pagr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''building''' is a structure that can be placed from the {{k|b}}uild menu. Some buildings are made with furniture from a [[workshop]], which can then be made into [[room]]s. Building tasks and preferences are changed with the building tasks/prefs command {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
== List of buildings ==&lt;br /&gt;
&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Seat]]&lt;br /&gt;
* [[Burial receptacle]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Floor hatch]]&lt;br /&gt;
* Wall [[grate]]&lt;br /&gt;
* Floor [[grate]]&lt;br /&gt;
* Vertical [[bars]]&lt;br /&gt;
* Floor [[bars]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* Paved [[road]]&lt;br /&gt;
* Dirt [[road]]&lt;br /&gt;
* [[Bridge]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Siege engine]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
* Glass [[window]]&lt;br /&gt;
* Gem [[window]]&lt;br /&gt;
* [[Construction|Wall/floor/stairs]]&lt;br /&gt;
* [[Trade depot]]&lt;br /&gt;
* [[Trap]]&lt;br /&gt;
* [[Lever]]&lt;br /&gt;
* [[Machine component]]s&lt;br /&gt;
* [[Support]]&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Restraint]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Archery target]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18960</id>
		<title>User:Noctis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Noctis&amp;diff=18960"/>
		<updated>2007-11-04T12:48:59Z</updated>

		<summary type="html">&lt;p&gt;Noctis: New page: Noctis has been happy lately. He saw the first snow fall. He played Dwarf Fortress for a week. He is quite tired. He rejoiced the release of a new Dwarf Fortress version. He played a good ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Noctis has been happy lately. He saw the first snow fall. He played Dwarf Fortress for a week. He is quite tired. He rejoiced the release of a new Dwarf Fortress version. He played a good RPG. He is concerned about international liberty. He enjoyed the school break.&lt;br /&gt;
&lt;br /&gt;
Noctis likes story-heavy RPGs, complex Computer Games, Silver, Protest Songs, Heavy Metal, Hardcore Punk, Folk Metal, Blood Red and Midnight Black. When possible, he prefers to consume Kvass, Kama and home-brewed Wine. He absolutely detests violence.&lt;br /&gt;
&lt;br /&gt;
He finds rules confining. He occasionally over indulges. He loves a good thrill. He can be very happy and optimistic. He rarely enjoys the company of others. He likes to try new things. He dislikes confrontations. He tends to avoid crowds. He is slow to trust others. He lives at a leisurely pace. He loves new and fresh ideas. He is put off by authority and tradition. He takes time when making decisions. He tends not to openly express emotions. He needs Dwarf Fortress to get through the working day. He likes working indoors and likes inclement weather. He doesn't really care about anything anymore.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bars&amp;diff=18913</id>
		<title>40d Talk:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bars&amp;diff=18913"/>
		<updated>2007-11-04T11:59:22Z</updated>

		<summary type="html">&lt;p&gt;Noctis: New page: To be tested: on what conditions does water passing through bars creates mist, is it possible to shoot through bars? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be tested: on what conditions does water passing through bars creates mist, is it possible to shoot through bars? [[User:Noctis|Noctis]] 06:59, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bars&amp;diff=18886</id>
		<title>40d:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bars&amp;diff=18886"/>
		<updated>2007-11-04T11:56:16Z</updated>

		<summary type="html">&lt;p&gt;Noctis: created a page for vertical and horizontal bars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''For metal bars see [[Metal]].'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bars are essentially poles that block the movement of all but liquids and light. Meaning that while you can see through bars and let water or magma flow through them, no item or creature can pass. Bars can be both vertical and horizontal, that is they can be instead of walls or floors.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Bars can be built from the Site a [[Building]] menu ( {{k|b}} ). The hotkey for vertical bars is {{k|B}} and for floor bars it's {{k|Alt}} + {{k|b}}. Floor bars can only built where no floor is. Bars can only be built from metal(strangely ashes and coal count as metal was well) and take only one bar to be build.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18653</id>
		<title>40d:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18653"/>
		<updated>2007-11-04T11:18:49Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Redirecting to Farming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Farming]]&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Throne&amp;diff=18651</id>
		<title>40d Talk:Throne</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Throne&amp;diff=18651"/>
		<updated>2007-11-04T11:17:32Z</updated>

		<summary type="html">&lt;p&gt;Noctis: New page: Just a thought, perhaps we should move all of this to the Seat page and redirect to it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a thought, perhaps we should move all of this to the [[Seat]] page and redirect to it.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seat&amp;diff=18650</id>
		<title>Seat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seat&amp;diff=18650"/>
		<updated>2007-11-04T11:13:43Z</updated>

		<summary type="html">&lt;p&gt;Noctis: Redirecting to Throne&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Throne]]&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Burial_receptacle&amp;diff=18639</id>
		<title>Burial receptacle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Burial_receptacle&amp;diff=18639"/>
		<updated>2007-11-04T11:11:13Z</updated>

		<summary type="html">&lt;p&gt;Noctis: redirecting to coffin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Coffin]]&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11922</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11922"/>
		<updated>2007-11-03T13:31:35Z</updated>

		<summary type="html">&lt;p&gt;Noctis: stone floodgates can't hold magma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Floodgates are objects that regulate the flow of [[liquids]]. A wood, stone or metal floodgate will suffice for water flow, but only steel will hold back magma. Floodgates can be linked up to levers or pressure plates to create farms, a water source or as a defense against invaders.&lt;br /&gt;
&lt;br /&gt;
If theres no roof above your floodgate and the the water source if from a higher elevation it will spill over it.&lt;br /&gt;
&lt;br /&gt;
An open floodgate can be walked through, a closed one can not.&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13654</id>
		<title>40d Talk:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13654"/>
		<updated>2007-11-03T13:29:21Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; ... but only '''stone''' and metal will hold back magma.&lt;br /&gt;
&lt;br /&gt;
Is this true? In the last version only steel was strong enough to contain magma. --[[User:Mizipzor|Mizipzor]] 15:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, my dolomite floodgates were enough to hold magma. So stone floodgates are capable of holding magma. Dunnoe about wooden ones though. [[User:Noctis|Noctis]] 15:59, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not true. I used stone floodgates all the time with magma in the last version. --[[User:RedKing|RedKing]] 00:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Perhaps the confusion comes from the fact that you needed steel to bridge over magma --[[User:Moller|Moller]] 02:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Alright, the dolomite floodgates that I've mentioned earlier seem to have disappeared, presumably melted away. Thus I'm led to belive that only steel(or better) floodgates are capable of holding magma now. [[User:Noctis|Noctis]] 09:29, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13651</id>
		<title>40d Talk:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13651"/>
		<updated>2007-11-01T19:59:34Z</updated>

		<summary type="html">&lt;p&gt;Noctis: &lt;/p&gt;
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&lt;div&gt; ... but only '''stone''' and metal will hold back magma.&lt;br /&gt;
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Is this true? In the last version only steel was strong enough to contain magma. --[[User:Mizipzor|Mizipzor]] 15:29, 1 November 2007 (EDT)&lt;br /&gt;
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: Well, my dolomite floodgates were enough to hold magma. So stone floodgates are capable of holding magma. Dunnoe about wooden ones though. [[User:Noctis|Noctis]] 15:59, 1 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Noctis</name></author>
	</entry>
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