<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SquidDNA</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SquidDNA"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/SquidDNA"/>
	<updated>2026-05-23T00:39:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liquid_fire&amp;diff=45731</id>
		<title>40d Talk:Liquid fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liquid_fire&amp;diff=45731"/>
		<updated>2009-05-27T14:51:39Z</updated>

		<summary type="html">&lt;p&gt;SquidDNA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okay, well I've just seen some fire snakes on the map, so I'll give a whirl at trying to catch them and extract some Liquid Fire from them, but if anybody has any info on this process already, this page is conspicuously absent. --[[User:RomeoFalling|RomeoFalling]] 23:00, 4 November 2008 (EST)&lt;br /&gt;
: It worked for me - build an [[animal trap]], leave in animal/cage stockpile, assign &amp;quot;Capture animal&amp;quot; as a task in the [[Kennels]] menu, and dwarves with Trapping enabled should set to work. Either that or build the trap on the edge of the magma vent and bait it with meat. With a [[fire snake]] trapped, set task &amp;quot;Extract from a small dead animal&amp;quot; in the [[Butcher]]y menu. I think you need a vial or [[flask]] available to catch the squeezed snake drippings. We can still only speculate whether Liquid Fire is a potent venom for dipping arrowheads, or suitable for mixing into cocktails, because it's only a trade good for now. Also, I think [[vermin]]ious fire snakes were finding ways to burn their way out of wooden cages, and burning sandbags(!) leaving piles of sand. --[[User:Jellyfishgreen|Jellyfishgreen]] 13:01, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: One of my kittens mysteriously caught on fire, so I'm assuming fire snakes can burn things. I've built an iron trap and am placing it next to the only path from the magma into my fortress. If fire snakes can set things on fire, that should go in the wiki somewhere. Any suggestions as to where? --[[User:RomeoFalling|RomeoFalling]] 18:58, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::OMG!  [http://www.urbandictionary.com/define.php?term=NEDM NEDM]!  Dwarf Fortress just blows my mind sometimes.&lt;br /&gt;
&lt;br /&gt;
:::Looking at the raws again, fire snakes have a FIXED_TEMP of 14000.  According to [[temperature scale]], this means they have a body temperature of 4000 degrees Fahrenheit.  That's actually higher even than bauxite's melting temperature.  I am suddenly ''damn'' glad I didn't put my booze stockpile right next to the magma pipe.  Though the explosion would have been awesome.  Confusing, but awesome.  &lt;br /&gt;
&lt;br /&gt;
:::I do have an ore stockpile there, and I've seen fire snakes darting around it.  I guess it takes a while before the heat transfer causes melting, 'cause I've never seen melted ore there.  Yet.--[[User:Maximus|Maximus]] 00:01, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Oh, and they are also the only creatures with [IMMOLATE].  The fun never stops.--[[User:Maximus|Maximus]] 00:12, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think it would be a fantastic inclusion if liquid fire could be loaded a unit at a time into traps that exploded and caught victims on fire when triggered. --[[User:SquidDNA|SquidDNA]] 14:51, 27 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>SquidDNA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liquid_fire&amp;diff=45730</id>
		<title>40d Talk:Liquid fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liquid_fire&amp;diff=45730"/>
		<updated>2009-05-27T14:51:27Z</updated>

		<summary type="html">&lt;p&gt;SquidDNA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okay, well I've just seen some fire snakes on the map, so I'll give a whirl at trying to catch them and extract some Liquid Fire from them, but if anybody has any info on this process already, this page is conspicuously absent. --[[User:RomeoFalling|RomeoFalling]] 23:00, 4 November 2008 (EST)&lt;br /&gt;
: It worked for me - build an [[animal trap]], leave in animal/cage stockpile, assign &amp;quot;Capture animal&amp;quot; as a task in the [[Kennels]] menu, and dwarves with Trapping enabled should set to work. Either that or build the trap on the edge of the magma vent and bait it with meat. With a [[fire snake]] trapped, set task &amp;quot;Extract from a small dead animal&amp;quot; in the [[Butcher]]y menu. I think you need a vial or [[flask]] available to catch the squeezed snake drippings. We can still only speculate whether Liquid Fire is a potent venom for dipping arrowheads, or suitable for mixing into cocktails, because it's only a trade good for now. Also, I think [[vermin]]ious fire snakes were finding ways to burn their way out of wooden cages, and burning sandbags(!) leaving piles of sand. --[[User:Jellyfishgreen|Jellyfishgreen]] 13:01, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: One of my kittens mysteriously caught on fire, so I'm assuming fire snakes can burn things. I've built an iron trap and am placing it next to the only path from the magma into my fortress. If fire snakes can set things on fire, that should go in the wiki somewhere. Any suggestions as to where? --[[User:RomeoFalling|RomeoFalling]] 18:58, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::OMG!  [http://www.urbandictionary.com/define.php?term=NEDM NEDM]!  Dwarf Fortress just blows my mind sometimes.&lt;br /&gt;
&lt;br /&gt;
:::Looking at the raws again, fire snakes have a FIXED_TEMP of 14000.  According to [[temperature scale]], this means they have a body temperature of 4000 degrees Fahrenheit.  That's actually higher even than bauxite's melting temperature.  I am suddenly ''damn'' glad I didn't put my booze stockpile right next to the magma pipe.  Though the explosion would have been awesome.  Confusing, but awesome.  &lt;br /&gt;
&lt;br /&gt;
:::I do have an ore stockpile there, and I've seen fire snakes darting around it.  I guess it takes a while before the heat transfer causes melting, 'cause I've never seen melted ore there.  Yet.--[[User:Maximus|Maximus]] 00:01, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Oh, and they are also the only creatures with [IMMOLATE].  The fun never stops.--[[User:Maximus|Maximus]] 00:12, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think it would be a fantastic inclusion if liquid fire could be loaded a unit at a time into traps that exploded and caught victims on fire when triggered.&lt;/div&gt;</summary>
		<author><name>SquidDNA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_snake&amp;diff=42586</id>
		<title>40d:Fire snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_snake&amp;diff=42586"/>
		<updated>2009-05-21T00:43:20Z</updated>

		<summary type="html">&lt;p&gt;SquidDNA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire snakes are fire-proof [[vermin]]. They spawn only around [[magma]] sites, which are defined as the original [[biomes]], not channels that carry magma away from [[magma pipe]]s or [[magma pool]]s. They may start fires, so don't locate [[booze]] (or [[coal]] or [[graphite]]) stockpiles near magma (or passages leading to magma) unless you have ample [[cats]]. &lt;br /&gt;
&lt;br /&gt;
Fire snakes may be safely caught in wooden animal traps.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SNAKE_FIRE]&lt;br /&gt;
	[NAME:fire snake:fire snakes:fire snake]&lt;br /&gt;
	[TILE:249][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[FIREIMMUNE][WEBIMMUNE][IMMOLATE][MAGMA_VISION]&lt;br /&gt;
	[EXTRACT:liquid fire:4:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:100]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BLOODTYPE:M]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_LAVA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:14000]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
&lt;br /&gt;
Source: creature_subterranean&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>SquidDNA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24989</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24989"/>
		<updated>2008-08-03T13:05:05Z</updated>

		<summary type="html">&lt;p&gt;SquidDNA: /* Out of Water */  m: linked to the section detailing drinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold temperatures, usually because of [[winter]]. Any water that is [[outside]] will freeze during winter, while it will stay the same if it is [[inside]]. &lt;br /&gt;
&lt;br /&gt;
A tile of water will freeze into an '''ice wall''', while creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. The floor can be walked on freely, and there doesn't seem to be any kind of thin, breakable ice. The ice wall can be [[mine]]d through, which leaves the above ice floor intact. [[Channel]]ing the ice floor will destroy both the floor and the wall. The ice wall will apparently melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive. Presumably the ice floor will melt as well, but whether it turns into water or just disappears is unknown at the moment.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined through without causing a [[flood]], making Winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
== Ice as a Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to Ice boulders as &amp;quot;water&amp;quot;. It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Out of Water ==&lt;br /&gt;
&lt;br /&gt;
As ice takes the place of water, entire water supplies can be completely frozen on colder areas. This can depopulate an entire fortress in just the first winter if they're unprepared. The only way to counter this is to make a water pit inside beforehand, or brew enough [[alcohol]].&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
&lt;br /&gt;
== Mining Hazard ==&lt;br /&gt;
&lt;br /&gt;
Watch out when digging through ice into (subterranean) unfrozen water resorts. The space cleared by the miner will freeze solid again instantly, encasing the advancing miner into a wall of ice. This means not only the loss of a valuable dwarf, but also of his now inaccessible equipment.&lt;br /&gt;
&lt;br /&gt;
== Smoothing Ice ==&lt;br /&gt;
&lt;br /&gt;
Smoothed ice walls are called straight ice wall, smoothed ice floors all called level ice floor, engraved ice floors are called sculpted ice floors and engraved Ice walls are called sculpted ice walls.&lt;br /&gt;
&lt;br /&gt;
== Melting Ice ==&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with magma. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>SquidDNA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1459</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1459"/>
		<updated>2008-08-01T17:02:21Z</updated>

		<summary type="html">&lt;p&gt;SquidDNA: /* Water in Fortress Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become &amp;quot;[[Contaminant|contaminated]]&amp;quot; with it. [[Soil]] and [[stone]] becomes [[damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Oddly enough, even elves have to swim through water that would only just be head-high to a dwarf. This might be fixed in a later version.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles, including [[floodgate]]s, [[wall]]s, [[door]]s, [[hatch]]es, and [[building]]s. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.27.176.38c}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. Your dwarves will be colored blue to indicate they are underwater and have the option to swim. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill (what does that mean? That dwarves will never drown in 4/7 water?{{Verify}}). &amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. Fortunately, the process of [[screw pump|pumping]] water also acts to desalinate it, and hence make it suitable for drinking.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>SquidDNA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22782</id>
		<title>40d:Murky pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22782"/>
		<updated>2008-08-01T16:59:59Z</updated>

		<summary type="html">&lt;p&gt;SquidDNA: Revised bit about murky pool refilling re: 39d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Murky pools are small pools of [[water]] one [[Z-axis|Z-Level]] deep on the surface of the map. Dwarves with the [[fishing]] job active will attempt to [[fish]] in them. Murky pools can evaporate completely in summer in sufficiently hot climates, or can be drained manually, but in either case can be refilled by rainwater or melting snow or ice.&lt;br /&gt;
&lt;br /&gt;
Drinking from a murky pool will give dwarves an unhappy [[thought]].  Dwarves will not normally drink from murky pools if they can at all help it; they will prefer to remain thirsty instead of drinking from a murky pool, holding out for the hope that [[well]] [[water]] or some [[alcohol]] will be produced in the mean time.  However, if there are no other water sources that present themselves, dwarves will eventually force themselves to drink from a murky pool when they become very thirsty.&lt;br /&gt;
&lt;br /&gt;
==Removing==&lt;br /&gt;
&lt;br /&gt;
A murky pool is difficult to remove. Once drained, murky pools cannot be [[digging|dug]] out or into. [[Channel]] designations cannot be placed on top of murky water tiles, and they cannot be dug out from beneath.&lt;br /&gt;
&lt;br /&gt;
There are a few known ways to remove murky pools:&lt;br /&gt;
# Drain the pool and build a dirt [[road]] on the murky tiles. When construction is finished, the murky pool tiles will be gone. (Leaving [[Soil|silty clay loam]] or some such). This is the preferred method.&lt;br /&gt;
# Dig underneath the murky pool, then dig a channel around the edge so that the pool tiles are connected to [[open space|nothing]]. The tiles will collapse in a pile of rubble, job done. This method does not always work; sometimes the muck will simply splatter onto the next level.&lt;br /&gt;
# Build any [[construction]] on each space of the murky pool, then remove them. This is much slower than simply using roads, but will work.&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>SquidDNA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29998</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29998"/>
		<updated>2008-07-16T16:36:55Z</updated>

		<summary type="html">&lt;p&gt;SquidDNA: Confirming incompatibility with 39b&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Build ==&lt;br /&gt;
&lt;br /&gt;
Interesting setup you've got there. I run something similar, though not completely abusive to game limits. (Leg+5 in everything? comeon! :P)&lt;br /&gt;
&lt;br /&gt;
Got one guy with proficient in everything, while the rest have no skills and are purely haulers and pre-dabbling farmers.&lt;br /&gt;
Hauling and farming were the only tasks I decided to free my 'hero' dwarf from, since they're so god-awfully time consuming.&lt;br /&gt;
&lt;br /&gt;
As for items: A single full suit of steel armor and one of each weapon, with only a handful of bolts, should an errant fire imp come over in the first season.&lt;br /&gt;
A couple dozen of each booze and both plump helmet and spawn, with 11 each of the remaining seeds.&lt;br /&gt;
Of course the mandatory 1 each of food and whatnot.&lt;br /&gt;
A hefty stock of giant cave spider thread to jumpstart my trading power (a single shoe will go for no less than 900 I think... initial investment is only 120p each)&lt;br /&gt;
A miscellany of assorted bars, wood, ores, and stone to spend the remaining points.&lt;br /&gt;
Also took along 3 wardogs for some additional protection and 10 cattle to get a herd going.&lt;br /&gt;
&lt;br /&gt;
All-in-all I limit myself to 32000 total points, as it's the highest clean number that the signed integer will accept in a once-off edit.&lt;br /&gt;
Also used adjust start to give me 10 dwarves, and set Max_Pop to only 7, so no immigrants unless I get really short on helpers.&lt;br /&gt;
&lt;br /&gt;
My guy's got something of a demi-god complex too, as his name is Master, the rest are named Servant, and the world is &amp;quot;Kôr Nòm&amp;quot; (Master of God). Remembered to look it up when I dabbled with the Regional Prospector ;)&lt;br /&gt;
&lt;br /&gt;
Anyways, saw that you had a very similar idea for a build and thought you might want to hear you're not the only one going for the &amp;quot;God and Servants&amp;quot; route ;)&lt;br /&gt;
--[[User:n9103|n9103]] 01:49, 20 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Search Function ==&lt;br /&gt;
&lt;br /&gt;
It may be helpful to make it clear the search function used in your version-independent code examples is a user-define function and is not associated with the STL search algorithm. I would also recommend posting the source files for search function, or commenting that they are available from the enable magma buildings zip file&lt;br /&gt;
&lt;br /&gt;
--[[User:Masdus|Masdus]] 22:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's a good point about search().  I've just renamed it hexsearch() in my most recent (not yet released) source.&amp;lt;br/&amp;gt;I had started to document the search patterns in a more generic way, but decided that (a) it took me too long to translate, and (b) few of the target audience would be able and willing to retranslate into their own search-like functions.  So I just started cutting and pasting patterns out of my source.&amp;lt;br/&amp;gt;As for posing the source to hexsearch(), I think that the target audience can track it down.  (If we could host arbitrary files directly on this wiki, I would.  I just think it's too big to put into a &amp;amp;lt;code&amp;amp;gt; block.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:17, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
:::I'd love to.  I really would.  But it's &amp;lt;i&amp;gt;seriously&amp;lt;/i&amp;gt; hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &amp;amp;mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)&lt;br /&gt;
:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)&lt;br /&gt;
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)&lt;br /&gt;
:::This is proving to be &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard.  I've already invested maybe 100 times the effort that the original &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &amp;amp;mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)&lt;br /&gt;
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)&lt;br /&gt;
:::::Possibly.  What for?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)&lt;br /&gt;
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You need to upload the file to a different mirror, the server site you download from has an array of pornographic ads strewn about the page below where you type the numbers.--[[User:Richards|Richards]] 19:43, 19 April 2008 (EDT)&lt;br /&gt;
::Oh dear, I'm very unhappy to learn that.  Truely sorry.  But I just can't deal with it at this time.  I'm deeply mired in a depressive spell that I can't seem to break out of, and frankly, I am barely able to shower each day.&amp;lt;br/&amp;gt;So.  I hereby give permission to any good samaritan or passerby to upload any or all of my utilities to a better host.  Just please send me the account &amp;amp; password info using this wiki's PM or email facilities.  Thanks much!  And, again, sorry.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:43, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regional Prospector version 2 ==&lt;br /&gt;
&lt;br /&gt;
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reverse questions ==&lt;br /&gt;
&lt;br /&gt;
As you seem to have delved into the UI, do you know where the displayed map coordinates are stored? (not the cursor coordinates) [[User:Bartavelle|Bartavelle]] 07:44, 8 January 2008 (EST)&lt;br /&gt;
:Which map?  I suspect you're talking about Dwarf Fortress mode post-embark, in the actual gameplay.  And my answer is no, I haven't looked for that.  As a half-assed guess, look in the block of data (.33g) from 0146963C to 014696BC (near other map data variables), and from 00906294 to 009062B4 (near the mouse-coord-on-map variables).&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:26, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Incompatible with 38a. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find memory locations to patch.&lt;br /&gt;
Please report this at&lt;br /&gt;
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.&lt;br /&gt;
&lt;br /&gt;
:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; code &amp;amp;mdash; if those hook points changed, then they can't be hooked. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.&amp;lt;br/&amp;gt;I'll look at magma soon as well, thanks for the report.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]&lt;br /&gt;
&lt;br /&gt;
==Enable magman buildings==&lt;br /&gt;
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Regional prospector broken with 39b==&lt;br /&gt;
The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirming incompatibility with 39b ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find locations to patch; perhaps they're already patched?&amp;quot;&lt;br /&gt;
Usual message if process is already running, but nothing displayed on the embark maps.&lt;br /&gt;
&lt;br /&gt;
--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>SquidDNA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Large_dagger&amp;diff=30193</id>
		<title>Large dagger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Large_dagger&amp;diff=30193"/>
		<updated>2008-02-29T16:18:29Z</updated>

		<summary type="html">&lt;p&gt;SquidDNA: &amp;quot;Decapitate&amp;quot; literally means &amp;quot;remove the head&amp;quot; and so was incorrect here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wielded mostly by Kobold master thieves (although Goblins can have them too).  Does small slashing damage, but has a critical bonus.&lt;br /&gt;
&lt;br /&gt;
No other race has them or can even start with one.  If they somehow find one of these weapons, they could train with them.  Those who use daggers, slash with them, there is no stabbing or anything with them.  They are basically small swords, as they can sever limbs as well.&lt;br /&gt;
&lt;br /&gt;
These weapons use the [[Knife user]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>SquidDNA</name></author>
	</entry>
</feed>